Unreal Engine – Scanned Poplar and Aspen Forest with Seasons UE1483

Scanned Poplar and Aspen Forest with Seasons

rees use 4 different photoscanned barks in two textures (2048×4096, 4096×4096), 1 tilable (1024×2048) and 1 branch texture (4096×2048) for each season.

For UE4.x and UE 5.0, trees have 4 LODs. For UE4.x, base LODs’ barks have tessellation. Last LODs are billboards. For UE 5.1 and above they use Nanite high poly meshes.

Example:”poplar_a_medium_c_forest” model’s LODs have 12694, 5153, 592, 6 triangles.

Shrubs use 2K texture and their leaves have wind animation and color variation just like trees. They also have 4 LODs.

Ferns also use 2K texture.

For UE4.x and UE 5.0, they have 3 LODs. Last LODs are billboards. For UE 5.1 and above they use Nanite.

Flowers and grasses have 3 LODs. Flowers use 4k, grasses use 2k texture.

Detail assets have no LODs because they are set to disappear at a certain distance.

Rock set uses photoscanned 4K tileable texture for all rocks except photoscanned ones. Each photoscanned rock uses 2K texture. All rocks have winter versions which have dynamic snow layer on top of them. This layer’s snow texture, snow amount, coverage and its sharpness can be adjusted via material parameters.

For UE4.x, photoscanned rocks have 3 LODs. Base LODs have tessellation. Other rocks have 2 LODs. For UE 5.1, they are all high poly Nanite meshes.

Terrain textures are 2K (snow textures are 4K). All of them were photoscanned from same area in different seasons. They cover about 3m x 3m area so their texel densities are same. Snow footprint texture is 4096×2048.