I decided to start a Vegetation Atlas study to improve myself in an area where I feel less confident. I first blocked out the base shapes in Blender, then transferred the models to ZBrush to continue refining and adding detailed sculpt work.
After completing the ZBrush stage, I plan to use the GrabDoc add-on to transfer the outputs into Substance Designer and proceed with generating curvature smooth, curvature, and ambient occlusion maps through the height map workflow.
First, I rendered this vegetation foliage in Marmoset Toolbag. After that, I rendered it in Unreal Engine 5. Eventually, I used the render programs to showcase two different presentations.
Special thanks to Jared Sabotta and the Vessel Forge group for the feedback and support they provided throughout this project.
https://www.artstation.com/jaredsobotta
https://www.artstation.com/vessel_forge