Continued on with the large yellow plant I concepted. I used the branch tool learned earlier in the project to create the roots here. I then pelt unwrapped them to get the texture to flow correctly. It would be interesting to have the roots move, so I'll keep that in mind as something to go back to, rigging the roots etc.
Here it is in the level, I played around with the material, and increased the specular map to give a better glossy effect.
Blue plant in the level, but oops, missing the fur type grass below the heads... possibly missed out one of the material IDs, need to re-add that in UDK.
Also took a while to figure out how to make the planet show up correctly in UDK. Originally it wouldn't accept the fading in the alpha channel, it was showing either full opacity or none. I played around with the material settings until I got what I wanted. At the moment it is a very simple material, I'll do some more research to see if I can improve on it.
Currently though there is a slight problem with the water. I have added a water volume so you can swim in it, as well as a post process volume that makes it blurry under the surface, but as soon as I touch the water or shoot it, a strange pale sheen appears over it. I don't know what's causing it, possibly something to do with the reflection actor, so I'm going to have to play around with the settings to see if that can be fixed.