Create a Photorealistic Grassy Field in Unreal Engine! | Daniel Krafft | Skillshare

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Create a Photorealistic Grassy Field in Unreal Engine!

teacher avatar Daniel Krafft, 3D Design, Game Development

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

11 Lessons (38m)
    • 1. SSVersionIntro

    • 2. Lecture 2

    • 3. Lecture 3

    • 4. Lecture 4

    • 5. Lecture 5

    • 6. Lecture 6

    • 7. Lecture 7

    • 8. Lecture 8

    • 9. Lecture 9

    • 10. Lecture 10

    • 11. Lecture 11

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About This Class

Create a photorealistic grassy field in this course with Daniel Krafft, a veteran 3D artist. Gain free access to the Quixel library of photo scanned assets. Get started today to begin incorporating beautiful graphics into your games.

Who this course is for:

-Game developers looking to improve their environments

-3D hobbyists who use Blender or other programs looking to expand their skillset

-Anyone looking to give Unreal Engine a try


Epic Games:


Quixel Bridge:

Meadow Pack:

Support Article Link:

Tree Pack:


LE Extended Pack:


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Daniel Krafft

3D Design, Game Development


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1. SSVersionIntro: photo realism is something that is so important in games these days, and you don't see a lot of indie developers really taking advantage of the tools that are now available for photo realism. In this course, I'm gonna show you how to create a grassy field scene and unreal engine, and I'm going to give you access to tons and tons of assets and tools that are available that you might not even have heard of. By the end of this course, you're going to create something similar to this. I'm going to be making this as a project, but yours may look completely different with your own style. Now this scene is incredibly realistic. As you can tell, I can go up very, very close, and the quality does not diminish. In fact, it gets better. That's because the assets that you'll gain access to our from mega skins and they have level of detail meshes automatically applied so I can have this crazy level of quality. But if I turn on my FPs, I can see that I'm gaining over 60 FPs consistently, sometimes hovering around 90 or 100 on a budget PC. All of the assets that I use in this project are completely free to use, which means that you can focus on being creative in how you're placing these objects in your scene. I'll go over how to use UN really mega scans for complete beginners, and then we'll start placing objects in the scene. I'll talk about the process of detail ing down, starting with large objects and moving down to the details to focus on realism. I'll also talk about how to make sure that your environments are realistic to the bio that they're in. This is a common mistake that a lot of beginners make when they're making scenes, and it's something that is only subconsciously noticed, but it actually makes a big difference. If you're ready to start incorporating amazing unbelievable graphics into your games, go ahead and get started taking the course. I'm super excited to see what you come up with. 2. Lecture 2: everyone, welcome to the first lecture of the course in this lecture. We're going to be getting the unreal engine installed and ready to go, so the first thing you're going to do is go to epic games dot com, And that's where we're going to install the launcher so that we can install the unreal engine. So just click this button that says, Get epic games. When you've ran through the installer, you'll be greeted with a screen like this, prompting you to sign it. I'm gonna sign in with my Google account. The easiest way to install the engine from this screen is to click the plus and then choose from the drop down whatever the newest version is now. Currently it is 4.22 dot three, which is a stable version. But then there's also a 4.24 preview. Now. I would recommend sticking with a stable version for this one. My version is 4.23 point one. Once you're ready, click the install. But once everything has been installed, you're already depress the launch button. Once it's ready, it'll open up this project, Brother, not to create a new project simply go to the tab that says new project. I'm gonna be starting with a blank project for this one. Make sure that your project settings are desktop slash council maximum quality and with starter content. Next, you can choose the folder where you want your project to be saved and the name of your project. I'm going to name mine Grassy field. Once you're ready, click create project. Once the project is finished loading, you'll get something like this. Now the unrelenting is installed and your project is ready to go, and the next lecture you'll get access to tons and tons of free assets. 3. Lecture 3: in this lecture, we're going to get mega skins now. Mega Scans is a product by a company called Quick Sel, and what they've basically done is gone over the past decade and scanned everything with photo gamma tree and scanned cliff faces and rocks and plants and anything you can imagine that is natural and turned it into a game ready three D asset. So if you'd like to just explore mega scans real fast, by the way, the website I'm on is quick sel dot com slash mega scans. I would link that to you. So take a quick look through here and just think of how you could use these various assets and your game because you're going to be able to. And now what I'm gonna have you do. Let's go up to the sign in button and choose signing with epic games. And here you're going to sign in with your epic games account, and once you've done that, you'll be able to opt to be an unreal developer. Alright, so I've signed in, and now I have unlimited points to use on any of these assets. There's so many different kinds, and I'll go over the different kinds of assets in the next lectures, so we'll see you then 4. Lecture 4: Hey, everyone, Daniel here. We've got a short assignment for you just to help you get to know quicks. Omega Skins. The assignment is to find a group of 10 assets that you would use for a medieval village. Here's some reference images for you of what of Medieval Village may look like, and what I would like you to do is go through and find 10 assets that would be great for a medieval village. And once you've found those assets, here's what you can do. Let's say I really think that this old wooden table would be great. I can hover over it, go over to the top right corner and select favorite. When I click favorite, there will be a tab down here. That's his favorites. And once you've done that, you can go down in here and you can see all of the items that you have. A favorite it. Now you don't have to share this with me or anyone else. This is mostly just for you to help you get to know quicks, omega scans and the different kinds of assets that are available to you. And once you're ready, move on to the next lecture, where we'll be talking about actually taking these assets and exporting them into Thea Unreal Engine 5. Lecture 5: trust me when I say it will get tiring to go through and just download thes assets from the website. Quick still has a product that allows you to just choose your assets and import them directly into unreal. In just a few clicks is called bridge. And to get it, go up to your profile iPhone here and select download bridge. When you've got bridge installed, it will look very similar to the website, except something's different about this. And that is, you can directly bring it into unreal friends of assets that you want to download and click on them, and you'll see the asset info. You can preview them. You can preview their texture maps, and you can preview them in three D. If you like a very useful tool, there's lots of more asset info. There are similar assets, and there are download settings, and here you can choose just how you'd like this to be presented so you could use the texture resolution. There's two K four K and eight k eight k being highest resolution. There are material presets, our advise choosing unreal for there's mesh format. Fbx works just fine, and there are level of detail models. Howard highly suggest leaving these all checked. And if you can go into global download settings now, this is going to change the download settings for all of the things that you download within these categories, and you can choose from multiple options again. I would suggest selecting Monroe for for all of them. So now that you've set your global settings, all you have to do to down with these things, it's just click this green arrow that says, Download. Once your items were downloaded, you can find them by clicking on this downloaded tab right here. And here they are. Make sure that you have your project open and unreal, and then you're going to click export and you see this one. No, come up, This is exporting and then you'll see it say, exported successfully and do that with whichever assets you would like to use in your scene . Keep in mind that we're making a grassy meadow scene. Now, before I move on and show you all the different types of assets that are available to Enbridge, I want to show you something that we need to import, and it's a mega scans pack that is available on the unreal marketplace. It'll take us a while to go through and find all of these assets, Enbridge or on the website. So they've actually created all these PACs. They're available in the marketplace. So in your unreal tab, go to the market place. You'll see a tab. This is free and mega scans, and on one of these pages you'll see mega scans Meadow pack. You'll go on here and you'll download it by clicking where it says free. And then once it's done, you're gonna go into library and you'll see in the vault and you click. Add the project and the new good to choose which project you want to attitude. So just make sure to add it to the project that you're using for your grassy field. If you've done everything correctly, the editor will actually pop you straight to the folder where you imported the asset as soon as it's done importing. So once you've done that, let's just take a quick look around this editor to look around the three D view. You can right click in the editor and drag your mouse around. Okay, now you can use the W A S and D keys to move around as if it were a first person games. You can also use E and Q to move up and down. Keep in mind that this only works when you're holding down the right mouse button. No hover around and position yourself to look at this back end. Now test your bucket out her, whichever ask that you imported by clicking in this window on the asset. This one was called the Content Browser and drag it into the scene where you would like it to be placed. It will place right in, and now you can go in and examine it up close and you can see just how realistic it is. And I know how you can add in any asset that you would like straight from bridge and have it look amazing in the editor 6. Lecture 6: in this lecture, we're going to be laying out the field and starting to put some assets in. So to start our field, we're going to go to file and new level. Now choose default. This is the default world, and we're going to start doing some things to it now. The first thing I want to do is just find a nice little ground material for us to start working off of. So go into bridge and just look for ground. So go underground here and then just find something that you think would look good in a grassy meadow. And once you find that, go ahead and download it and make sure that I'm on the unreal four preferences to apply material to surface, all you need to do is drag that material onto the surface, and there it is. Now I've got a basic floor for the environment, and now we can start adding in some plants. My foliage assets are in the mega Skins Meadow pack, so I'm going to go into that folder in the content browser and then just find something that you think would be interesting. Probably grass, and they have three different variations here. I'm gonna choose variation too. And make sure that when you do this your choosing the level of detail. Zero if you're having problems with looking at the ground and everything turning extremely right I have to do is click on show, go to post processing and uncheck I adaption. Unreal actually has a much more efficient tool for placing things like grass. But we'll get into that in a later lecture. What I want to talk about right now is laying out this scene. So I went and got my bucket again. I think I want to make a scene centered around this book it, and so I want to turn this thing on its side. There's several different modes of transformation in here right now. You can see there's arrows, and if I click and drag on these arrows, the object will move. And a fun fact. If I click in the corner right here, I could move it on two axes at once. The same goes for all of these other routes. And if you've noticed your assets are moving on an incremental basis, if you want to change this so that your movement is smoother. You can click this number right here and choose it. Select one if you want it to be very, very smooth or you could do something like 500 and it will snap if like that which is very useful if you're making a modular environment. But right now we're creating more of a organic environment. So I'm gonna either set it to one or click this button right here, which will disable the grid. And now I can move it around freely. Now I want to tilted on its side. And so I'm going to either click this button to rotate or I compress e. He is for rotate and W It's for movement. There's also scaling which you can choose this button right here or press are on the keyboard. But I want rotating. So I'm gonna press E. And then I can click on the ISS to start rotating the object. Or if I want, I can click just right in the middle and just freeform rotated all over the place. No, I kind of want this lip right here to be on the ground, so I'm going to rotate around so that that will be possible. Now it's all the way in the ground, so I'm gonna press W to go to transform and bring it back up, out. Still, not quite there. And that's closer. That's much closer. Actually, you'll find out the designing environments ends up being a lot of fiddling, but it's worth it. If you want to choose the rotation snapping because, as you can see, the rotation is incremental as well. You can click this button up here and choose how many degrees you want to snap to, or if you don't want them to snap it all, you can just click this button here and now is free form rotation. Absolutely no snapping. So now that we have a bucket and we have some grasp we can actually start laying out, are seen now the way I want to set up the scene as we have this bucket, and I'm not sure which camera angle will go for yet. But I also want there to be a tree, and I also want there to be grass leading up to it and all around it to lay all this out. I'm going to use some placeholder objects, one of the most important windows is this modes window. As you can see, there's lots of different tabs up here. The 1st 1 is the place mode. You can use this one No two dragon objects and place them in your seen very easily. So, for instance, a tree I will use a cylinder for Because we're gonna figure out trees later and I'll just put a cylinder there. There will probably be a tree right there. And maybe we'll put some sort of rock right here. And I'm pressing our and scaling on this access right here. Excellent. And for grass, Well, I mean, we can all know that there's gonna be grass right there. Maybe there will be another tree right in the background here. I like that and we'll just figure out what camera angle we want or if we want it off to this side. But this is gonna be the basic a layout of the scene. And so just come up with some basic layout that you want. This level is mostly for practice so that you can get to know unreal and mega scans. And once you're ready, you can move on to the next lecture 7. Lecture 7: Now we're going to use the full Ege tool, which is mode for up in the mode windows and click on the little plant icon. And you're good. This. So here's what I'm gonna do. I'm gonna go into content mega scans, meadow pack, and I'm going to start adding in just about every single instance of foliage that I confined. So Clovers. Variation one. And I'm gonna choose the level of detail zeros. Variation, too. Variation three. And it's really important that you just really go for basically everything, because you'll be able to change which ones you use after the fact. Now, the reason why I'm adding all of them is you can see that there's these check boxes right next to them. So what? I'll be able to do what I'm adding The foliage is unchecked. Certain ones to exempt them from being placed in the scene. As you see, there's lots of different types of grass, and there's gonna be lots of settings that we have to play with, because this is a lot of assets, but that's the idea. So if I click on the scene right now, you'll see that that just happened and that automatically make something really cool now. It's not exactly what we wanted because there's stuff all over the place. It's not necessarily idea, so I'm gonna undo all that. But we're not actually even done, really. So there's more grass. I'm gonna keep adding the grass because there's variations in color and there's variations in size and scarcity. All these variations are super important. Remember, I was talking about how imperfection is so important for photo realism, and that's just because in the real world, you know, no blade of grass is gonna be exactly the same. If you picked to out and set them next to each other. There's always gonna be some type of variation, and that's what the foliage tool is all about. So I'm gonna keep adding these in. We'll be right back when I've got them all placed in the full edge browser here. All right now, I've got all of the foliage items in this foliage window, and I'm ready to just click, and we're gonna get something that's crazy Now. This is clearly a problem because no one's going to be running this. It's just such a different frame rate, and it's just not organized. And so what we're going to be doing right now is I'm gonna tell you how you can actually make this more organized and intentional. So I undid that one stroke I took. And now I'm gonna show you something. Heres something important, Start with big and go down. No, I'm going to just uncheck most of the small things such as Clovers and the smaller grass. Start with just some of the grass and then the tall grass. We can add the things like the dandy lions and the weeds. We Nadal that later. If we just blanket, add everything at the same time, we're gonna have lots problems. All right, So I've removed most of the stuff from selection, and I've also brought the brush size down on do that by pressing a square brackets on my keyboard. And now, if I click, you can see that it's gonna add some objects but not a ton of them all in one little area. So I'm not actually gonna bring it up just a bit, and this is what we're gonna get. So that's the reason for this is we can lay out like the main parts where the grass is going to be great down so we can get in the smallest. Obviously, that would that's gonna be nice, but we're gonna want small grass in this area so that we can see the trees. But back here, we can have some tall grass. In fact, we may even want mawr talk grass there. But we'll get to that soon. And yes, keep in mind that you will end up accidentally dropping some on top of things, But you can just hold, shift and click to race, which is a super useful thing. No, we're proud not gonna need anything that's not in view. So I'm just gonna shift, click all over that. Excellent. And I'm just gonna start clicking. I want to make sure that we use it sparingly but effectively. All right, so there's some nice areas of grass. Now I'm gonna start adding some just small grass. I'm gonna uncheck all of the tall grass that I selected. I had quite a bit of it selected, and now I'm just going to do some small grass and I may add some clovers in here and some dandelions. And then now I'm going to widen the brush of it and just start selecting some of these areas now, because we do want grass in these areas, we don't want it to be completely out of hand. That's about perfect, as perfect. And so now you just go around and just casually add. It's a more stuff in here. And if you want to erase just certain things like, let's say I think there's too many clovers right in this one spot. Well, I can uncheck the things that I don't want to erase, such as grass and just like the things I want to erase like lovers. And then I go over and shift click. And as you can see, it just removed all the clovers from that one area. But, I mean, we can use a few clovers. I do want to add some more leaf piles in this area. That's definitely clovers I forgot about and also something interesting. As you can see just how many instances of a mess there are. See how there's a number seven on number four and number 12. That's how many of these exact models there are in the scene. So I do want to cover it up a bit more. Do you want to cover the ground? Been one. Someone end up adding some more grass all around here. Great. Uncheck the leaves cause that's a little too much Too many leaves for our own good. Right now I just want some grass. So I invite you to add some nice foliage of your own and real fast before we move on. I want to show you just some other uses for foliage. You know, you don't always have to just use plants for foliage. You can actually put other kinds of objects in here as well. Some things you could do with this Find some things like tree branches or maybe some rocks that you scatter across a road. Or maybe they're little blocks that you scatter across the room. Anything that can be scattered around is a perfect candidate for the full itch tool. 8. Lecture 8: All right, everyone, I'm gonna ask you to bear with me for this lecture because it's going to probably take a long time to download all this stuff, but it's probably going to be worth it because you'll get over 100 free tree models. There's no trees in mega scans because it's very difficult to scan something that is moving right, and they scan their objects. But someone put together a whole library of trees for free, having said I had kind of a difficult time downloading it, getting everything downloaded, So I want to show you just all the stuff that you'll need to do to get this. So if someone put this up on the unreal forums, this is also a great place to find some free stuff at any time, not just trees, and they left a link to download it for free. They left some images of all the different trees that it comes with, and so the link is to gum Brit, and you can get it for free. You just type in the number zero. You don't have to type in anything above zero if you don't want to, but if you want to support the artist. Then you can. Once you type in zero on gunboat and a length this, then you click. I want this, and it'll open up a page where you're able to download it after you put in your email address. So when you download it, you'll get a RAR file, which is different than a zip file. And if your own Windows as I am, you can't automatically extract a rar file unless you have something like WinZip. But good news. There is a free unzipping software for raw files called Software, and our link this as well is completely free. And it didn't take that long to set up even. But once you get that, then you're going to need toe. Unzip that RAr file with this programs up where and when you do that, you will get a folder that looks like this. And in here there is a project called Trees underscored library dot you project, and you're gonna double click on this, and it's going to start opening it up. But it's going to prompt you to install a plug in for un riel, which you can get on the marketplace. And there's a button that's going to ask if you want to be taken there. Now you're gonna click? Yes. Then you will be taken to this plug in. You're gonna install it and then you're gonna click. Install two engine. There, you choose your version and install it to that engine. And once you do that, you're gonna go back to the folder and open up the U project again, and it's going to take a long time. And there's going to be another pop up that says that another plug in is missing. Do you want to continue without it? And you're gonna click yes to that, too. And then it's going to take a long time toe open because there's lots and lots of models in here. But once it does, this is what you'll get. And you may be thinking that these don't immediately look maybe as realistic as the mega Skins library. But the fact of the matter is, we can tweak these things to make them more realistic. I'm a fan of the leaves. That's not what I'm really worried about. But let's say for the trunks you can actually swap out the trunk materials with mega scans , Barca materials. And as for the coloring of the leaves, if you don't like the coloring, we can edit that as well, and I'll show you how to do that. But first, we need to bring all of these trees in this project into our main project. So here's how you're gonna do that. You're going to go into the content folder for this and you're going to right click on this Trees folder. We're going to click migrate. Once this window pops up, you're going to click, OK, and then it's gonna ask you where you want it to be. Migrated. Now go into your grassy field project and go into your content folder and that grassy field project, never gonna click Select folder. And then it's going to migrate all of these assets over to your folder. Over here, it's going to be under nature, assets and trees, and then they will all be there. Throw here. So with that being said, let's say you want a certain type of tree, you're gonna go into your trees library project. That's open now, and now you can just fly through and see what kind of trees would be cool for this area. So just look around and find one they you really like and think would look good. I like these over here. To be honest, it doesn't really matter because you're going to be changing a lot of them. Try to focus more on trump shape for this because we have a lot more control over the leaf color. Then we have over the trunk shape specifically, so I'm just going to choose that one. Looks fine when we can pick more of these as we go. So I'm gonna right click on the asset in the three D view and click Browse Toe Asset. This is L'm Underscore 01 So I go in here, going to the elm folder meshes l'm one. And now we have a giant elm tree and we're gonna skillet down. Click are scale down. And as you can tell, it doesn't immediately mesh with the scene. Super Well, that's because the leaves are a bright color. So we're gonna fix this. So click on the tree and then are right on the side. Here on the details panel, you'll see element one and you'll see leaves, so double click on that and you'll see what the leave material actually looks like. But there's another panel over here in other details panel, and you're gonna click on leaves. Diffuse. When you double click on that, you'll get this one open. Now I like to drag this just to the side just a little bit so that I can see the leaf color and then scroll down. And you can just start editing the brightness under adjustments here. So I think I want the brightness to be down. What I'd like to do here is try and match it, match the color with the grass color so it looks like we need a little more saturation and vibrance, perhaps, and the brightness curve. If you bring it up, it's going to become less bright. Actually, that's something I noticed. You can also adjust the hue, so let's say you want follow leaves. I could probably have to turn the saturation down, but as you can see, I can make the leaves here turn orange so it looks pretty similar to what I want. Except I don't want it to be orange. I wanted to. So that's that I may end up bringing the brightness down a little bit just to match a little more. I think I wanted to be a little. We're bright but saturated. And again, this is going to take a lot of tweaking. So I'm gonna do a little more tweaking and I'll be back when I'm done. All right. So I actually swapped out my tree for a different one. Use it oak one. And then I have messed around with leaves, and I think I have something that I like for a nice. And as for the trunk where I did here, let me just copy and paste another one Control, See, to copy Control V to paste. I just drag it out where I wanted to be. And here we can see that the trunk is different than it used to be. That's because I swapped it out with a mega skin. Strunk went to bridge and I got this old oak tree bark and I swapped it for what was originally the bark for the street. Now I had to do something here. I had Teoh click on this material and I had to adjust tiling. I haven't set to two point over now because at 1.0, it was stretched kind of weird. So let me just illustrate this for you. Tiling basically says, how many times we're going to repeat this texture over the same amount of space. So at a tile of 1.0, if I save it, you can see that the bark divots. Our increases are very spread across the surface, and if we have a tile of three, you can see that it's spread out a little more. A lot more, actually, too much. So I settled with two that seemed like the right balance. That was how I did this tree, and you can add a lot more trees. So thanks for bearing with me when getting these trees. I think it's an incredible resource as well as mega scans. Now that we have a lot of the stuff downloaded, it's really going to come down to just placing things in this scene. Now let's build out this scene even more 9. Lecture 9: So the first thing we're going to be talking about is bio now. Bio Miz All about the flora and the ecosystem oven area. So let's say you wanted to recreate this image of Niagara Falls, and you can see there's lots of different kinds of plants and materials in this area. Now imagine if, instead of using these kinds of trees, use pine trees in this extreme oven. Example. It kind of sounds ridiculous, but you'd be surprised as to how many people put some out of place assets and their scenes simply because they look cool in the moment. But then when you zoom out and look at the whole picture, it doesn't seem to fit with the environment. The fact of the matter is, this area has a very specific bio, and you'd be doing yourself a favor to look up the floor and the area before you get started modeling something. One easy thing you can do to find out about the floor of an area is just to search that area with the keyword flora after it. So I just looked up Niagara Falls Flora and I found this page all about it, and so this page tells me the exact kind of species of trees that would be looking for. It tells me the less common ones, as well as which types of trees dominate the forest area. So, for instance, let's say you want to know what a hemlock tree is for reference for your scene. Then you can just search that going to images, and now you have some references on the types of floor that you will wants, and then you can go in, model something like this, or look for an asset. A lot of the times. It's subtle differences that make the most subconscious difference. When a viewer is looking at your image and beyond just the floor aspect of it, you want to make sure that you're getting reference images of all the stuff you create, whether you're modeling it or just laying it out. You want to make sure that you have plenty of reference images to go off of beforehand and quickly on that topic before I move on. There's some great free reference image viewing programmes such as pure Ref, and I'll link this in the description where you can easily just drag a photo If it's from Google orphans from your own files, drag it into the software and then you can resize the viewer and just find as many reference images as you want. That's a nice one with a rainbow. I could drop that one in a swell. It's just a very useful free tool in just about every single stage of development. So whether you go with something like this or you just save your reference images locally, I highly recommend that you do use reference images because it will help you a lot when creating your scenes. And you also make sure that nothing looks just off and you can't quite put your finger on it because you'll have lots of points of view. 10. Lecture 10: everyone in this video. I wanted to talk about a process called detail ing down. And this is the process of going from the higher level parts of the scene down to the details. So here are the steps of this process. I like to start with the focal points of the scene, such as the buckets, the trees and then I like to do some basic lighting. So in this case, I just tilted the directional light, which is our main source of light to get an idea of what this scene would be feeling like. After that, you move on to larger details such as trees, rocks. And in this case, since foliage is a main focus of the scene, I started with some tall grass. And then after that you're just gonna move to smaller and smaller details. This could include changing things up about the ground. This could include adding clovers, just micro adjustments. And over here I added some decals to the floor. Really? You're just gonna go smaller and smaller details until you've gotten down to the level of detail that you want for your scene? And in some scenes, it's not going to be assed necessary as others. But if you have something where you're taking an important screenshot, you're gonna wanna have some details there overall. Just make sure that you're not starting with the details. You want to start with the major portions, and lighting is an important part as well. Make sure you have a basic lighting past, and then you go into the details because otherwise you may see that you're making a scene around the details and not around the focal points and especially in games focal points of the most important part, because that's how you draw the player's attention and tell them where to go. If you have a scene that lacks a focal point because you spent on the details too early, it's gonna be confusing to the player when they play again. So here's that process again. Focal points basic lighting pass large details. Smaller and smaller details 11. Lecture 11: Hey, everyone in this assignment, you're going to create a grassy field just like I did. Now it doesn't matter if it looks like this, or if you think it looks better or worse. I just want you to try it out. You're going to get a lot more experience in the editor and with mega scans, so you will be creating. You will be creating this level of quality by the end, especially because you'll get access to behind the scenes of me creating an entire scene. So what I want you to dio is go in and use at least 10 assets and go and create a field like this. You don't have to create an entire field. You can only create one view of a field like I did. Try to add some focal point and try to just make sure to detail down, start with the bigger things, move towards the smaller things, and I'm serious when I say just try it out. If you're thinking that it's not going well, just keep trying because you'll push through things and learn things as you go along that are so important, and you're just going to get more comfortable in this type of environment. I want to stress not to just get past this and not do this assignment because this is ultimately for you. I want I want to see your growth in your learning and in your environment art. And if you do this assignment, I would love it. If you send your results in my way, either in the Q and A or the project submissions, the way you can do that is by finding a frame that you really like. Click this arrow and choose high resolution screen shot. You'll get this window here, and I definitely don't recommend turning this multiplier up way high. But when you've got it just clicked, take a screen shot and then it will save it as a screenshot for you to look at or send to your friends. So once you've got your screenshot ready to send it my way, either through the course Q and A or through the project, submissions will be happy to give you feedback. Tell you where you can improve. Send you some resource is to let you know what would be cool for your scene and with that, have fun. This is a really fun project, and it's finally time to apply your skills that you've learned so far