▶Research and creation
For this project, I want to every assests myself. which means I want to go through every process…
Notes on creating rock in ZBrush:
First use clip curve to shape a cube into rock. One of the golden rules of sculpting rocks is to make sure that there is a sense of non-uniformaity.
▶Foliage reference list:
bristlecone pine southern live oak
•Some Shrubs for Shade. Boxwoods. Yews. Rhododendrons. …
•Some Perennials for Shade. Lady’s Mantle. Astilbe. Ligularia. …
•Bulbs to Plant in Shade. Daffodils. Snowdrops. Crocus.
•Ground Covers for Heavy Shade. Ajuga or Bugle Weed. Silver or Yellow Archangel
REFERENCE:

▶Sculpting in ZBrush
I sculpted every foliage asset in Zbrush. For more complicated shape like branches I start by creating a base mesh using a zsphere tools. For small asset such as leaf and flower I usually star with a sphere or a cube. Because I have a reference it work as a guide for me during the sculpting process. Then I use sculpting brushes like Clay Buildup, Move and Dam Standard shape the base mesh and add more detail, giving the mesh the desired look.
▶Baking:
Baking is the process where the information from a high poly mesh is transferred to a lower poly mesh. In this way, it saves a lot resources when place the mesh in the engine. Normally, there 4 types of maps being bakes. There are normal map, ambient occlusion map, roughness map and colour map. Normal map captures the high resolution details which allow the low poly model to appear with more detail without high polygon counts. Ambient occlusion maps are used to simulate the shadowing effects caused by indirect lighting.
Baking in 3D refers to a process where the information from one object or surface is transferred or “baked” onto another object or surface. It involves capturing various attributes such as colors, textures, lighting, or other details from a high-resolution object and transferring them onto a low-resolution object or a texture map.