This is a personal project, where I wanted to work on a set of Oak Trees and a thick forest in Unreal Engine 4.
As always all meshes , textures , shaders, tools, lighting and fx are made by me , no megascan or other photogrametry assets. Everything is LOD-ed with collisions, and build with performance in mind.
Around the trees I went into working more extensively on a fuzzy versatile moss material that I can use to blend everything together. Mushrooms also went very well with oaks , working on a meaty looking subsurface material for them , I found it very satisfying so i made a hole kit of 24 meshes, 4 different species of the more popular ones.
Along with the moss i wanted to give it a step up and have actual geometry strands , but didn't want to have only premade assets. So I spend some time creating a custom blueprint scatterer. It turned out simple and usable enough , allowing scatter of thousands of hardware instanced meshes by tracing meshes.
With the trees I started using my previous working materials , but by the end I reworked the shading of the leaves material and the blending and options of the bark material. Completely new wind was also something I wanted to work on , this time using a volumetric texture packed up with 3 sizes of noise, again no pivotpainter or speedtree. I combined all the parameters of the wind into a single material collection so I can quickly and easily change all trees at the same time , creating weather from breezy to stormy with a few parameters.
As something extra I also worked into the shader a custom LUT table for coloring - something I had much more simply implemented before. Here I use it very sparingly to have some variation per tree, but I plan on using it to create Autumn colors or anything else quickly and easily in the future.
All in all I exercised my tree mesh creation techniques with a set of 15 trees , and upgraded majorly my tools , shaders and overall process for my next one.
https://www.unrealengine.com/marketplace/en-US/product/white-oak-quercus-alba-tree-pack