Janurary - June 2025
Janurary - June 2025
For this project, I created a dynamic 3D forest environment from scratch in Blender, developing new skills with developing assets; using node-based geometry and material tools; realistic lighting and scene optimisation.
Features
Realistic, procedurally generated terrain using displacement and mesh subdivision
High-quality models and textures built using photoscanning and original reference
Dynamic object placement, path and and river system using instancing and bezier curves
Animated water, trees and foliage using armatures or material modifiers
Object level-of-detail (LOD) and culling system linked to camera properties
Volumetric lighting and fog effects
The scene was built off of the great fir and pine forest course by Rob Tuytel. I followed along with some of the video material, but also spent a lot of time making my own changes to most things once I felt comfortable enough to approach it alone. Everything including rendering was done on my main computer: this project became so big in scope I had to upgrade my physical memory to be able to render and composite the final parts.
A fully rendered still of the final scene, composited, edited and colour graded using Affinity Photo
The viewport and colour versions of the same still
First full render test
Unique geometry view of the proxies, used for optimisation
Rigged tree models
User-facing modifier and object placement node tree
Main node tree and birds-eye view of the scene. Red indicates the lower-quality LOD objects
A fully rendered still of the river system, composited, edited and colour graded using Affinity Photo
River material test
Animated river geometry node tree
UV/Combined noise texture view
Water material node tree
Riverbed material displacement test
Path material tweaks with new transition and edge grass
Inital path implementation
A fully rendered close-up of the ground system with all layers, composited, edited and colour graded using Affinity Photo
Built-in compositing and lighting changes
Wireframe view of optimised photoscanned objects
A fully rendered still of the early ground system, composited, edited and colour graded using Affinity Photo
Placement and variety tweaks
Added pre-placed tree meshes
First foliage layers
Rocks and sticks
Starting point - base material with complex displacement