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Star Citizen: Lush Grass

As part of the Microtech biome rework there was need for a new and updated grass set that would better suit the new needs of the planet visuals and scattering challenges, which led to the creation of this set, made specifically to provide very large and lush grasslands that would cover huge swatches of the planet surface. The main visual target of this grass set is to provide a lush and continuous grassland visual that looks realistic and high frequency up close, while at the same time rendering smoothly in the distance, while maintaining a good performance, which can be a challenge considering the scale of planets and landscapes in the Star Citizen universe.

On a technical level the workflow was quite standard, similar to the small tutorial I have shared a few years ago on how to create grass for games. with the whitebox stage being done with Photoshop and SpeedTree, the Highpoly developed fully inside of SpeedTree, the bakes of the atlas were done in SpeedTree and the textures were created using those bakes as a base within Substance Designer.

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Creative Director: Ian Leyland
Planet Content Art Lead: Sebastian Schroeder
Planet Content Environment Artists: Maximilian Keilich; Patrick Gladys; Özlem Gladys; Pascal Müller; Niklas Rüffler; Hasbi Adenan; Lukáš Chovanec;

https://www.artstation.com/sebastiansch
https://www.artstation.com/maxikeilich
https://www.artstation.com/patgladys
https://www.artstation.com/miu
https://www.artstation.com/schnibbsl
https://www.artstation.com/niklasrueffler
https://www.artstation.com/hasbi
https://www.artstation.com/miroxs