Bayou - Foliage Study

Ever since I played Red Dead Redemption 2 a couple of years ago I've been so inspired by the world Rockstar created, especially the bayou and surrounding forests. So I wanted to try and make something along a similar theme. The goal was to improve my skills, learn new workflows and let out some creative energy. Initially, I only planned to create the Bald cypress trees. Got a little out of hand I guess ¯\_(ツ)_/¯
Also SpeedTree 9 is amazing D:
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All assets created by me apart from the animals.
https://www.unrealengine.com/marketplace/en-US/product/17c2d7d545674204a7644c3c0c4c58ba?sessionInvalidated=true

A few examples of some of the assets in action. These were quick shots set up with procedural foliage volumes. 
The landscape shader has 4 regular blend layers and a procedural puddles layer on top which is derived from the height.

A few examples of some of the assets in action. These were quick shots set up with procedural foliage volumes.
The landscape shader has 4 regular blend layers and a procedural puddles layer on top which is derived from the height.

Materials were made in Substance Designer. Leaves and other foliage bits were baked to separate atlas' and distributed using atlas scatter nodes.

Materials were made in Substance Designer. Leaves and other foliage bits were baked to separate atlas' and distributed using atlas scatter nodes.

Assortment of some high poly meshes that I made. These were modelled in Blender and/or sculpted in ZBrush. Most notable ones not shown are the grass and trees, those were made in SpeedTree.

Assortment of some high poly meshes that I made. These were modelled in Blender and/or sculpted in ZBrush. Most notable ones not shown are the grass and trees, those were made in SpeedTree.

High poly Bald cypress trunk base sculpts.

High poly Bald cypress trunk base sculpts.