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Workshop

Creating Complex Vegetation & Foliage for Games

A Workshop
by Peyton Varney

Intermediate Workflow for Maya, ZBrush, Substance & Unreal With Peyton Varney

intermediate
3h 22m 32s
7 Lessons
A Workshop
by Peyton Varney
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Let Peyton Varney, Environment Texture Artist at Naughty Dog, guide you through the process of pushing vegetation in your game environments to the next level. Following on from Peyton’s "Introduction to Creating Game-Ready Foliage" workshop, this intermediate-level tutorial takes a deeper dive into foliage creation. Discover how to create a variety of grass and tree assets for your scene and learn how to place them in your environments for realistic results. 


Follow Peyton as he works through the process of reviewing collected references, blocking out a scene, and creating the trunk and branches of his trees. You’ll see how to place your cards — that you will individually create by hand — efficiently in your environment. The workshop also covers grass creation and how to set up a group of grass assets that offer a strong amount of variation and an organic quality to your scenes. Once you have created all of your foliage assets, you will go into the workflow of proper placement in Unreal Engine and learn how to push your scenes further. 


Basic knowledge of vegetation creation is suggested as this tutorial focuses on the creation process of trees and grass and the workflow of how to get more out of your vegetation assets. At the end of this tutorial, you will have a strong understanding of how to push your foliage to the next level, and have a variety of techniques to help you set up different grass and tree assets to vary up your scenes. You’ll also have the confidence to place your assets to achieve the natural and realistic results that audiences expect. 


Peyton’s scene template is included as a downloadable project file with this workshop.

7 Lessons

01Scene OverviewFree

In this workshop, Peyton Varney emphasizes that creating game-ready vegetation requires attention to subtle variations and proper optimization. Peyton shows how focusing on geometry-based approaches and understanding the reference environment through multiple sources leads to more efficient and visually compelling assets.

Duration: 14m 12s

Scene Overview
02Grass Texture Creation

This lesson presents an efficient, performance-conscious method for creating realistic grass assets for game environments. Artists learn to prioritize geometry-based solutions over transparency-heavy techniques and reuse assets where appropriate to achieve high-quality results.

Duration: 40m 53s

Grass Texture Creation
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03Grass Geometry Creation & Integration

Modeling cards directly, rather than relying on opacity masks and carefully controlling polygon count, allows for dense grass coverage without excessive performance costs. Peyton explains that success lies in creating natural transitions and strategically placing denser grass in player-focused areas.

Duration: 31m 46s

Grass Geometry Creation & Integration
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04Creating Unique Grass Types

The primary takeaway in this lesson is balancing visual quality with performance by strategically using transparency only where needed. Artists explore how to maintain low polygon counts through smart modeling techniques and create variation through texture and UV manipulation. This approach results in realistic, varied grass systems that perform well in real-time environments while keeping visual fidelity appropriate for the asset scale.

Duration: 40m 43s

Creating Unique Grass Types
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05Integrating Unique Grass Into Unreal Engine

Thoughtful implementation of varied grass types, proper material setup, and strategic use of the foliage tool can create realistic, optimized environments in Unreal Engine. Peyton demonstrates the balance between visual fidelity and performance by managing density and scale based on player proximity. Avoiding transparency-heavy solutions in favor of optimized geometry maintains both aesthetic quality and acceptable frame rates.

Duration: 28m 58s

Integrating Unique Grass Into Unreal Engine
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06Tree Creation in Maya

In this lesson, artists will explore how to create complex vegetation assets within Maya. Combining traditional 3D modeling with card-based optimization and modular asset creation allows for the production of visually appealing trees that fit performance budgets. This workflow is built around iterative development and validation to avoid prematurely refining individual pieces.

Duration: 33m 19s

Tree Creation in Maya
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07Integrating a Tree & Wrapping up the Scene

This final lesson successfully demonstrates the end-to-end process of creating game-ready vegetation, from modeling and texturing to engine integration and optimization. Peyton highlights how simple environmental scenes are enhanced by proper material setup and realistic subsurface scattering in lighting. These techniques are essential for creating detailed, performant foliage that functions effectively within a modern game environment.

Duration: 12m 41s

Integrating a Tree & Wrapping up the Scene
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Primary tools

For this workshop you’ll need:

Unreal Engine
Substance Designer
Substance Painter
Maya
ZBrush

* Note that these programs and materials will not be supplied with the course.

Project Files

By downloading the workshop files, you'll have access to Peyton's Unreal Engine African Savanna environment project files. Inside, you'll find:


  • Unreal Engine scene file (.umap) – The main African Savanna environment that you can open directly in Unreal Engine
    - Material & texture assets (.uasset) - Pre-configured materials for grass, dirt, mud, and pebbles with base colors and normal maps for realistic surface detail
    - 3D models and meshes (.uasset) - Ground terrain meshes and other environmental assets to populate your Savanna scene
    - Skybox & lighting assets (.uasset) - A custom skybox to create the perfect African landscape atmosphere

Skills Covered

Who’s this Workshop for?

This intermediate-level workshop is developed for environment artists, texture artists, and 3D artists who have basic vegetation creation experience and want to elevate their foliage work. It's perfect for professionals working in game development who need to create more realistic and varied vegetation assets.


Technical artists, level designers, and indie developers will also benefit significantly from this comprehensive training. The workshop provides artists with advanced techniques for creating professional-quality trees and grass assets, plus essential knowledge for proper placement workflows in Unreal Engine to achieve natural, believable results.

Learning Outcomes

By finishing this workshop, artists will have obtained advanced foliage creation techniques and efficient placement workflows for creating realistic game environments.


Key skills include:

  • How to analyze reference materials and block out scenes for optimal vegetation placement.
  • How to create detailed tree assets including realistic trunks, branches, and hand-crafted cards.
  • How to develop varied grass asset libraries that provide organic quality and visual diversity.
  • How to efficiently place foliage cards by hand for maximum environmental impact and realism.
  • How to set up proper vegetation workflows within Unreal Engine for production environments.
  • How to push foliage assets further using advanced techniques for natural, audience-ready results.
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Workshop
Creating Complex Vegetation & Foliage for Games
Intermediate Workflow for Maya, ZBrush, Substance & Unreal With Peyton Varney
A Workshop by Peyton VarneyEnvironment Texture Artist at Naughty Dog
intermediate
3h 22m
7 Lessons
Instructor Peyton VarneyEnvironment Texture Artist at Naughty Dog

Peyton Varney is an Environment Texture Artist from South Alabama, currently working at Naughty Dog in Santa Monica. He contributed to The Last of Us Part II for Sony Interactive Entertainment and previously worked on Marvel’s Spider-Man for PS4 while interning at Insomniac Games.


Passionate about education, Peyton has published tutorials and taught with CGMA, helping aspiring game artists understand the fundamentals of creating professional-quality textures. Known for his technical expertise and attention to detail, he blends artistry and workflow efficiency to bring immersive environments to life in AAA games.

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