Pacific Northwest Foliage
The leaves were created in ZBrush for iPad, then exported to the desktop version for layout and further adjustments.

The leaves were created in ZBrush for iPad, then exported to the desktop version for layout and further adjustments.

After exploring several approaches for the needles, I decided to create them by modifying branches in SpeedTree.

After exploring several approaches for the needles, I decided to create them by modifying branches in SpeedTree.

I chose not to use a Fab asset for the grass since this project was meant to be a learning experience, and having come this far, I wanted to create everything myself. In the future, I’d likely reduce the polycount or experiment more with Nanite.

I chose not to use a Fab asset for the grass since this project was meant to be a learning experience, and having come this far, I wanted to create everything myself. In the future, I’d likely reduce the polycount or experiment more with Nanite.

Since the road wasn’t my primary focus, I kept it simple and didn’t spend much time on it.

The road sign was a simple enough design that I decided to create it directly in Designer. The "alignment tools" were made to help me center the text and details.

Since the road wasn’t my primary focus, I kept it simple and didn’t spend much time on it.

The road sign was a simple enough design that I decided to create it directly in Designer. The "alignment tools" were made to help me center the text and details.

After finding Chris Murphy's presentation on PCG, I decided to experiment with it to scatter my foliage.

After finding Chris Murphy's presentation on PCG, I decided to experiment with it to scatter my foliage.

ID Masks were used in UE5 to create color variation through a PerInstanceRandom node + Lerp.

ID Masks were used in UE5 to create color variation through a PerInstanceRandom node + Lerp.