Triangles: 14.1k
Vertices: 17.2k
More model informationI made this in blender mostly as an experiment to see if I was capable of making assets that would run in real-time, this example is with the highest resolution textures I rendered out, so you might want to rescale them if you plan on using this. The planes with the grass texture off to the side are the objects you would use to populate a landscape (eg. some sort of particle system in a game engine) Also, this example has a much higher density than would be usable in-game so it isn’t very optimised. Anyways, its free and I don’t really care what you do with it, as long as you give me a little credit ;)
CC AttributionCreative Commons Attribution
Dec 20th 2017
23 comments
idk about a game engine but this model makes my blender lag like hell. what a shame. this model looks great.
I Import this into my game and my game start crashing evrey grass is a model
THANKS MAN
THANKS. THANKS. THANKS. ILY ILY ILYSM THIS IS SO USEFUL FOR MY EDITS. ILY TYSM
nice man!
V. Nice, but I'm not mowing that! :o)
Thanks so much for this model, I used it in my render here. Made it so much easier to help build some realism. Thanks so much! deviantart.com/outadimes/art/Aerith-Moun...
Hi, love this model! I'm trying to use it for a render in Twinmotion as it looks fantastic, I was just wondering if there's any way to edit or remove the seperate grass textures on the side of the model. I may not be aware of a very simple solution to this as I'm quite new to Twinmotion but I can't seem to find any information on editing sketchfab items anywhere. Any assistance would be great, thank you!
Эта трава просто идеальна спасибо за бесплатные качаственные модели.
This grass is perfect thanks for the free quality models.
Hello, I uploaded the model into my three js file, but I dont know how to remove the planes with the grass (My first time using this type of upload). Thanks in advance!
Wow!
So real I can almost smell it.
esta buenismo el asset,pero como doy creditos en un juego?
We can now touch grass thanks to you! :)
Thank you!
@Steamy_Steve essentially yeah the more geometry or alpha overlaps there are the more of a toll it takes on the engine and the system. So you just have to choose what density you need based on the circumstance. You'd probably also want an LOD system, so that there's higher res, and more dense grass near the camera, and far less dense and slightly lower res grass farther away.
@mfhscoobydoo Sorry, there seems to be a misunderstanding, here: I myself do it that way, with cards and transparency.
What I'm concerned about is the amount of cards stacked so close to each other, putting a lot of stress on the alpha check of the engine.
I mean, imagine a rendering range of 150 metres with this density, wouldn't it be "heavy"?
I'm asking because, no matter how many *experts* and *professionals* I asked to, nobody ever managed to give me a clear reference of how much you can stack alpha pixels before it gets unreasonable.
@Steamy_Steve Well even if it is *bad* people seem not to care. Almost every tutorial and system I've seen for realistic grass in any game engine is based on grass planes with alpha textures. I suppose you could cut out the edges of the grass, and not have any transparency, but then you're trading alpha textures for more geometry so ¯\_(ツ)_/¯
@mfhscoobydoo It looks great!
I have a question, though: how well does it work, in a game engine? I see a lot of transparent pixels piling up, which I've been told is *bad* in game engines. UE4, especially.
thanks
SO HOT
You are really one of the best young artist around here I think! Do you use blender right? What about real time engines? Any of those?
@Moshugan That was a problem I really couldn't find the culprit for, honestly I think it is Sketchfabs "Dithered Transparency" that is messing it up here. But I will work on fixing it anyway. Thanks for the feedback.
The grass texture looks nice, but there's an issue. A slice of the bottom of the grass is rendered on top, so there's a messy looking layer there above. It's either a problem with the UV mapping, texture atlas, or wrap mode set to repeat and the bottom edge bleeds on the other side.