Turboscalpeur's Grass Forum

Hi,
Welcome to the “Turboscalpeur’s Grass Forum” dedicated for:

HQ Photographic Textures Grass Pack Vol.1
HQ Photographic Textures Grass Pack Vol.2
FERNS World
RUSTIC Grass

These Assets are Compilations of Unique High Quality Grass Textures designed to fit the widest possible your Games/Projects Vegetation in term of quality, customisation, density or not, realism, diversity and harmony.
All the Textures are based on Photography and reworked after in different Softs to create Files from 4K(4096x4096) to 2048p compressed in the Unity Engine.
They are all in .psd Format with an Alpha Layer, to you to adjust easily using Photoshop or others Soft.
You can use them as simple Grass Details/Billboards or customize with Meshes.
They are compatible with every other Assets as far they are supporting Textures Files, so a lot of.

All the Screenshots below are made with others Assets, only the Grasses are included on the Packs.

This Thread is made for those whose have already some of my Grasses Assets or for people whose are interested to purchase it.
I will make my best to provide any Help, Support, Request, Suggestion.
If you need Informations, have any ask on it so this is the place to be.

Video Showcasing:


This first Grass Asset contains a blend of mostly European Flora with a few exceptions.

They are compiled in a Subcategory called “Grass”.
All the Textures have a Description Name directly taken from Botany Species or from their corresponding taxon, sizes, colors, kind of… depending of my knowledge &/or the most appropriate Names.
The “Grass Ground Covers” Files are meant to be used mostly as Coverages Grass even if they can be used too as Isolated Grass.
The “Grass” Files have the same uses (Coverage or Isolated), but some are featured to be scattered very slightly as the Bushes for example.

HQ Photographic Textures Grass Pack Vol.1 in some Screenshots:

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2ND EDIT (May 19th): The HQ Photographic Textures Grass Pack Vol.2 v.1.5 is ALIVE!!!
EDIT: The HQ Photographic Textures Grass Pack Vol.2 v.1.5 have been submitted the May 18th. Check the Reply #46 for more informations.

As the first HQ Volume, the Grass are mostly European Flora.

They are meant to be used as Coverages or Isolated ones.
But, that Asset have some specifications; a lot of different Flowers, Fields Grass and a large bunch of Waterside Plants are compiled in it, and more!

HQ Photographic Textures Grass Pack Vol.2 in some Screenshots:


Note: New Screenshots of the HQ Photographic Textures Grass Pack Vol.2 will come with the next Update.

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The HQ Volumes have been built to join together as a Flora Overhaul in your Games/Projects. The most exhaustive possible, they are complementary!!


EDIT: Next Update will be available on 2017.
Great News: some new Ferns from Tropical Areas will be added in it and a lot of Improvments will be done on the existing Files.

As the title suggests, FERNS World is focused about the Ferns Species. Almost all of them are currently European’s Varieties.
Even if, you have some Combined Files with some others kind of Grasses, that Asset is very “wet”.
It will populate for you rivers, waterfalls, mountains, forests etc… areas.

FERNS World 2D and FERNS World Volumes WIP in some Screenshots:
https://www.flickr.com/photos/turboscalpeur/albums/72157662519772269

Note: New Screenshots of FERNS World will come with the next Update.

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Friday 16th of December 2016 The New Baby is OUT!!

Please check the Pack Description or the Forum Thread Replies for more informations/Screens about it.

2 Screens:

More Screens of the RUSTIC Grass Pack >>>

Enjoy !!

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You can see more Screenshots on my Flickr Gallery here >>>

All my Assets are built in the Unity 5.0.0 or 5.0.1; But, I strongly recommend to use a more advanced Version of Unity, as Textures needs good AA, Post-Processings.

Some Additionnals Assets will improve too your results;

After, completing my current Updates, I will work on:

  • more Description as a ReadMe for each of my Assets
  • GX Extensions for Gaia
  • showcasing as some Screenshots/Videos
  • New Textures Grass Assets
  • Custom Meshes Asset

And more to come!

I wish for every of you a Great Experience with my Assets!

turboscalpeur

9 Likes

Great work - looking forward to seeing how these assets develop!! :slight_smile:

2 Likes

Thanks @ :slight_smile: staying tuned, just one year and some days now, i published my First Grass Asset and i’m still in the improvements/updates for it; going to see what the future holds!

Awesome, a place to talk about the sexy grass now!

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Hehe! There is for everything Tastes and Colors^^

Hehe. I want to put together a nice jungle texture set and use your ferns I purchased a while back with Gaia. Would be grand.

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Great idea! you have already some choices, pretty different Ferns sizes and tweakables :slight_smile:
Would be happy to see it in Images!

Yeah. I already started playing with some terrain textures. Just need to get back to it at some point.

1 Like

Here are some pictures of terrains using @turboscalpeur 's grasses. They are wonderful, the best I have used. :slight_smile:

Ferns:

Grassy Meadows, Turbo mixed with Marcurios grasses.



5 Likes

I should have some more once I take the time to replace other environments with Turbo’s grasses. :slight_smile:

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Any opinions on ways to deal with that thing where when you look down, you see the weakness of Unity-rendered grass? A lot of screenshots are set up at angles that make things look nice, but for first-person games, you often see this sort of thing when you look down:
https://dl.dropboxusercontent.com/u/28342849/Unity_misc/Unity%20Terrain/UnityGrass.png

I’ve followed the InfiniGRASS thread a bit, and it seems to have solved that issue somehow. Any other solutions out there? Anybody happen to know if Turbo’s grass textures work well with InfiniGRASS or somehow hide the limitations of Unity’s grass rendering?

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You made me curious so checked out the Infinitigrass demo. Looks exactly like the picture you linked. The grass is still flat planes with a texture applied and placed in random patterns and will more than likely look the same when looking down. I suppose if you make the grass really thick it would be fine, and that is true of both Infinitigrass and Unity grass. However, performance will be affected so it depends on how important grass is to you. :slight_smile:

My hay field above, looked great when looking down, but I would never want that sort of thickness all over the world.

2 Likes

Great Teila :slight_smile: and Thanks for sharing! i love your “wide wild places”!

I have added still more Grass on each of my Assets with the come on updates :slight_smile:

Hello Steve :), i’m not an advanced user of InfiniGRASS, but all my Grasses are compatible within’, with some skills you should be able to get some great results. i’m a lot of interested to see how it can go within’;
I give you some others points, to prevent what you are showing about Unity Details Rendering, the best way is to use for instance, custom/adapted Meshes on your Grass Textures.

I may work the most sooner as possible, on a Custom Meshe Asset for my Grasses but on the same time i’m looking forward to the next Grass Textures Generation, shall be the best solution ever made.
As in The vanishing of Ethan Carter’s Game.

3 Likes

@Teila hmm, that’s interesting. At about 2:05 in this video, there’s a good zoomed-in top view:
https://www.youtube.com/watch?v=RhON63m0oxM

The point of the video is to show off the dynamic interaction, but it does happen to be a pretty close top view and uses some sort of technique to mask the “sprite” look. What I’m getting is that the same sort of tricks apply to both Unity grass and InfiniGRASS (grass meshes?). It seems the main features of InfiniGRASS are performance and interaction (which is pretty cool). Thanks for clarifying.

Grass isn’t even that important to me, but by default it can look distractingly terrible. :slight_smile:

Ah, those screenshots look fantastic. Thanks for the info. I look forward to whatever you come up with! :slight_smile:

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Hmm, there is a bit more distance in that video between the ground and the first person character. I walked around in the demo and while I could not look down, I could see the same sprite issues as in your picture looking obliquely down.

Maybe the masks only work straight down and that is why. You probably won’t know until you actually try it if it suits your needs.

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Hey, guys…a little AO can help a lot with that sprite/ground transition. I don’t remember seeing any issues in my game but I do use an AO image effect that creates a little darkness at the roots of the grass.

3 Likes

Found this in getting started. Not sure why it was, so I moved it to assets forum.

3 Likes

Apparently some people just go ahead and use detail meshes for grass rather than even use the grass terrain feature. Obviously there could be performance concerns, but I might be able to get away with that.

That’s a good tip on AO, I’ll have to try that.

If you can get away with that, the Speedtree grasses are beautiful. We need better performance as a busy multiplayer game but if I didn’t need that, I would go with those. :slight_smile:

1 Like

Thanks, my bad!

Interesting Technique i must say about InfiniGRASS, i guess @nasos_333 have already tried my Textures on his Asset;

Thanks for that info Teila.

If you don’t regards for FPS Costs, you can too spam a lot of Grass Textures on a Terrain (64K!!), it will mask on some ways when you look from above but never as with Meshes or you can try to replace a Texture from an existing Meshe depending of which result you will get bad or not (so good), if you want to diversify. You can too use both on the same time in a Terrain for example Grass Textures “Coverages” and Grass Meshes “Isolated” or the contrary, should be a Great Combo.