An intense week it has been. With a cold hitting me hard and the final week panic before deadline on Tuesday. Regardless still made huge progress on my plant and even on my tree too, with even more issues uncovered!
It's always an adventure!
Roses
Zbrush and Petals
Having spent a full week on the tree I really wanted a break from it so decided to focus on my rose for a couple of days. The rose I chose is essentially a mini tree as it requires its stem (trunk), leaves and the rose head.
As something fun I started with the flower head itself, I found this tutorial by Liz Kirby really useful. Although she is creating a high poly rose, the methods used I thought I could apply as a bake down onto planes in Maya. My first attempt can be seen below:
Originally I thought I could sculpt a lot of my details on my rose bush in zbrush but felt like I had a very limited time to achieve this and so instead decided to use curves and planes in maya to create my skeleton for the stem. I went and taper the ends as I needed to get more shape.
I sculpted extra rose petals in zbrush and to save time used my photo references to get my leaf textures and put them together in Photoshop. I coloured my rose petals in photoshop and added some noises and gradients to break it up and look a bit more natural, similar to how I did my grass.
Textures and planes
I also created a gradient base colour for my stem, I wasn't convinced in the long run this would would work but I used it as a place holder just so I could focus on creating the right shape and look for the rose. If I ran out of time I would have something, but I did manage to address this later after all. Taking all of these it was back into maya to create the planes and start creating the over all shape of the plant.
Using the deform tools I created various petals and leaves to bend into new clumps to create the full shape of the rose. The hardest part was getting the centre piece to work. My initial attempts weren't very convincing....
Although I adjusted the leaves on my second attempt and made the centre piece deeper it still wasn't enough.
Fine Tuning
Eventually I was shown a trick by our Foliage Wizard Wiktoria by creating a dome under the centre piece, created the volume I needed plus a nice rounded bottom to cup the petals around to give that authentic rose shape. After a couple rounds of ''IT NEEDS MORE PETALS'' from various sources I was able to create the below fuller shape.

Immediately my rose went from this.....
To this.... (the rose heads were eventually replaced with the EVEN FULLER ones on the floor)
Further feedback addressed the colour of my flowers and also the texturing of the stem. Taking this into account I went back into photoshop and tweaked my roses so they didn't have any white highlights which is more true to my reference. I also added some thorns and added this to the stem taking it all into substance painter.
There are some baking issues I'm hoping to go back to and fix later on. This is in part because after I added the thorns and added more petals to the roses I was way over my polycount. I used the reduce tool in maya to help bring this down a little but I am still over. Using the reduce tool, I didn't notice until later, meant my thorn geometry became planes and they behaved oddly in substance painter which I didn't realise. I didn't want to worry too much about this for this project as they are very small when applied to scene.
Being over the polycount is actually very surprising to me as my feedback is usually YOU NEED MORE POLYS! so it's a feat for me to be over my polycount for a change!
Now with the new textures and updated colour on the flowers themselves my roses are looking like this in scene! Just need to fix those vertex normals!
Back to Trees
Rebellion
Our small group of foliage specialists were all struggling to keep on top of our workload and none of us had even touched speed tree yet. We were doing our best to keep up but none of us were happy with what we were producing and felt like we wouldn't finished. Thankfully our tutors heard our desperate pleas and allowed us to drop speed tree from our to do lists so that we could focus on the basic tree and plant making processes. We will have to come back to speed tree during our own time.
This granted us an extra two days of class time to work and receive feedback and this has been a huge help for me. Above you can see the huge leap this had on the production of my rose and below you can see the changes I've been able to make on my tree.
Making the most of it: Fixing glaring issues
Originally my tree was in this state:
I had applied some deformed branches to this but the scale was all wrong, they looked too big and I was struggling to populate them in a quick and efficient manner. I also lacked a lot of geometry which affected the over all shape and didn't help with the volume problem i was encountering. My geometry was also less than desirable.
With the extra time I was given I was able to create new branches, using my old tiling bark material and immediately add more height, realism and interest to the tree:
It's not perfect but it will be ok for now. A lesson I now have learned is to just sculpt everything you think you need and keep a hold of it! You can always trim it down but it is harder to add! Although I didn't think I would have time to retopologise and re texture properly I did use the reduce tool and fix up some areas where I could so I didn't have a huge mass of over the top polys. But this has been all part of the lesson learned.
Adding Leaves
I was able to keep a hold of my old branch planes I created before and with a little more geometry to back up my decision placing the leaves was a lot easier, although still very time consuming.
From here I was given a neat trick to quickly add volume to my leaves and that was to create a large mass of larger leaves in the centre, which then you can populate with smaller leaves around the outside.
I started to add the smaller leaves around the outside I also created a seed ''geometry'' which is basically just a cross of my seed planes to make it look like it has more shape. I started adding these more to the bottom of my tree where the player is more likely to encounter them. The seeds start to add a lot more realism to the tree and begin to give the illusion of a fuller tree.
Shortcuts coming back to haunt you...
However this is where my texture for my bark broke.... remember how I said I used the reduce tool? Yeah that wasn't as awesome as I had hoped. However even though this was done a few days ago it didn't break my textures until the weekend so it was a while before I figured out WHY they broke.
Having the little extra time, and because I had said I would do it in my brief, I did my best to actually retopo my tree in maya. I realise that I could have just re-uved the mesh I had again, but this was something I wanted to practice.
As it was mainly tubes it was a gentle re-introduction to re-topology. I could focus on the more complicated stuff like joining all the pieces together. It's by no means perfect but I think it was better than it was. In hindsight, I should have also added my extra branch geometry as well but I honestly totally forgot until much later!
New Textures
With the new mesh and UV's I had to re-texture. As it was just my bark material I created before it was reasonably straight forward and I took this time to address a few issues that were bugging me from my previous texture job. So I added more realism to the knots and cut off branches in substance painter which looked more natural.
Annoyingly my seams are more obvious than they were before. That's down to me not being as careful as I was first time round lining up the UVs. Next time round I think I'll be a bit more prepared and hopefully not cutting corners to rush and save time, breaking them and re-doing everything.... instead of just doing it right the first time!
GET IT IN THE SCENE!!
Getting my tree in scene before I had updated my roses, I checked the shape. It's still not as full as I wanted it to be but it's starting to get there. I am hoping with the next few days I can work on adding a few more branches sticking out and more seeds to really be closer to the original tree reference. I still need to fix my normals here as well.
If I had to hand it in here at this point I am feeling a lot happier than I was earlier in the week before speed tree was dropped from our criteria. The extra class time really helped me push what i could do and gave me the time to learn, fail and apply to make things better.
In hindsight I would definitely make one branch that was less ''twiggy'' on my leaf/branch textures, a more leafy clump that doesn't show the bark would have helped hugely at the end of dressing the tree.
Tree with updated roses. As you can see I also addressed my unreal scene with a little lighting help from Willow Sorour which is inspired by how Horizon: Zero Dawn showcased their foliage.