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3d art

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Problems and<br />

solutions<br />

The EcoSystem Painter had a<br />

bigger role in shaping the lake,<br />

because, as I’ve mentioned in<br />

Step 2, I find it easier and more<br />

controllable to paint the<br />

lakeside than to use a large<br />

terrain and spend more time<br />

in Photoshop and in the<br />

terrain editor. I knew exactly<br />

where I wanted to have the<br />

edge of the lake, so I painted<br />

rocks right there, then<br />

adjusted the smaller terrains<br />

next to the rocks. This is a<br />

great and easily applicable<br />

solution to create lakes, if you<br />

use similar EcoSystem on the<br />

surrounding terrains. If you<br />

use the same, dense-grass<br />

EcoSystem on each terrain,<br />

the multiple smaller terrains<br />

will look like one large terrain.<br />

Since I used a multilayered<br />

EcoSystem here with a dense<br />

grass layer, the terrains’<br />

underlying material was not<br />

too important either. I used<br />

the same rock material I<br />

added to the painted rocks,<br />

but I could have picked some<br />

soil or mossy rock too.<br />

Multilayered EcoSystems are<br />

useful if you want to have<br />

more control over the overall<br />

density of the different<br />

species, and their direction<br />

from surface. While the<br />

grasses’ and the bushes’<br />

direction is 100%<br />

perpendicular, the trees<br />

grow rather vertically.<br />

Assembling the scene<br />

Planting the foliage for the EcoSystem<br />

04 Creating the ecosystem – overview<br />

Since I wanted to paint the scene in the colours of fall<br />

(autumn), this season determined my selection of plant<br />

species for the EcoSystem. The foreground terrain has<br />

one grass layer, the middle-ground terrains have two<br />

layers (grass and bush), while the larger, background<br />

terrains feature a third layer of non-HD fall rural maple<br />

trees too d.<br />

05 EcoSystem - grass<br />

My first step of creating the EcoSystem was adding grass,<br />

as the first ecosystem layer. A fresh-looking, bright green<br />

grass wouldn’t fit this autumnal environment, so I chose<br />

Buffelgrass from the AsileFX Sample Grass Pack. In order<br />

to increase the brownish look, I added Dead Grass from the<br />

same pack too. Since I didn’t want the ground to be visible,<br />

I set the Density to 96%, I deselected Decay near foreign<br />

objects, I set the Direction from surface to 100%<br />

perpendicular, and then, to add some realism, I marked<br />

Shrink at low densities e.<br />

D A screen capture of the material editor that shows the three<br />

layers of the EcoSystem<br />

E A screenshot of the grass layer’s Scaling &<br />

Orientation settings, and a render that shows<br />

these settings in practice<br />

06 EcoSystem – bushes & non-HD trees<br />

For the bush layer I picked Nadina Domestica from the<br />

Incredibly Lush Autumn Shrubs collection, and Bush 1 –<br />

Crawling. To make this bush fit the environment, I went to<br />

the Materials tab under the preview screen and changed the<br />

colour of its leaves to something reddish. I set the Density to<br />

90%, and the Direction from surface to 96% perpendicular.<br />

I left everything else at default. I added another EcoSystem<br />

layer to the background terrains, and loaded Scott McEwan’s<br />

non-HD fall maple trees from his Rural Maple Tree pack. To<br />

achieve a dense forest feeling, I set the Density to 80, and<br />

I left everything else at default F.<br />

F This render shows how the<br />

scene looked after adding the<br />

bush layer and the non-HD<br />

maple trees<br />

36

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