Sorry, new to Unity so this question may have a very simple answer.
When using the standard grass or even the grass i imported from the bootcamp demo i’ve found it’s flat. Its very obvious when you add small amounts and simply walk past it in play mode.
What am i missing to get this grass to look thicker. i.e. not a 2d image where from the side angle its invisible.
I’m hoping the answer isn’t to purchase an asset as this is something i’d expect as standard. Hence why i think i’ve just missed something.
No one is going to make you purchase anything… Grass in games are still mostly 2d sprites. But you can make normal mapping for grass and plants which will add depth. Yes you can model grass in full 3d, but it will be very performance heavy unless sparsely placed. Take a look at all the top games on the market right now, they all still use 2d sprites for grass.
Welcome to the Unity Community. The way the grass works on the terrain is by billboarding, or always facing the player. You could make a grass mesh and put that on the terrain, but what you see in your trial is the same thing that you see in the Bootcamp demo.
I already removed the billboard and i’ve been playing around with it to see what results i can get.
I appreciate that 3d would be a drain on resources, but i guess what my original question should have been is how to get the best looking grass from what i have (free version).
I was wondering if it was script related or just the settings from when you select your grass?
Sorry, i don’t quite follow the ‘normal mapping for grass and plants which will add depth’ - is there a tutorial i can watch or a guide somewhere?
Well, grass is as good as your photoshop and artistic skills. If you don’t have any of these skills, you can either take tutorials and learn how, or purchase off the asset store. There are some free nature items on the store I believe.
Bottom line is, you are either going to have to purchase good art, or take hundreds of hours of learning and creating it yourself. The choice is yours, your game will not build itself.
One other option…you CAN use the tree system for grass. Your performance may vary But one example of where you might do this is, cattails around a marsh. Up close you would actually have a 3d cattail mesh. Thanks to the billboarding system, as you get further away the cattails become sprites.
Thanks guys. Whilst i’ve been spending some time looking at this i just wanted to ask whether turning the resolution up on the terrain is the best way to get a smaller, more detailed way to add grass? the smallest brush is still pretty big.
Whilst doing that i also had an issue with grass swaying in the wind through a building. The building does have collision applied so maybe something needed changing on the grass?
Sorry for all the questions about the grass…just want to know the detail before i start building something on mass.