I didn't make this. Rather, I DID make this, but not by hand.
Welcome back guys. I haven't forgot about practice sketches. But I've been feeling extremely sluggish lately. Not really even sluggish.
More like under several layers of work block rut, and various other things.
Anyway, I started using a new program which explicitly is designed to make vegetation. I made this tree in no time.
But it wasn't so much as I hand modeled it, rather it was generated, I put in some values, etc.
The picture you see here is taken from yet another modeler, so there are no shadows. The tree looks much better than this.
I'm just a little disappointed because I spent so long researching trees and roots and branches. I made myself a reference image as well.
You can see it here: https://www.dropbox.com/s/hldwrx2jq.....comparison.jpg
I had to make modular environments. Something that is very hard to do. Regardless, I made a couple tree bases.
I made dozens of tree trunks. And I was just getting to the branches when things seemed to slow down.
I had hand modeled everything. And this is just a generation. I could get to this. I was nearing this. I only had to make some branches.
The one thing I don't like about this is how polygon heavy this is. This is about 4,600 polygons. Which is decent, but not so good for a game.
MY trees were about 300-1000 polygons. That's not including branches and leaves though.
I'd say with everything on my trees, and triangulated, they'd be about 2,500 polygons max.
This is the faster option. It even looks good. This is what the people want, so I'll have to use this. But I'm not throwing away my trees at all.
Of the many hundreds of megabytes worth of textures I took for them as well.
As usual, don't steal, copy, etcfjskldfjsklf;s
You know the deal.
Welcome back guys. I haven't forgot about practice sketches. But I've been feeling extremely sluggish lately. Not really even sluggish.
More like under several layers of work block rut, and various other things.
Anyway, I started using a new program which explicitly is designed to make vegetation. I made this tree in no time.
But it wasn't so much as I hand modeled it, rather it was generated, I put in some values, etc.
The picture you see here is taken from yet another modeler, so there are no shadows. The tree looks much better than this.
I'm just a little disappointed because I spent so long researching trees and roots and branches. I made myself a reference image as well.
You can see it here: https://www.dropbox.com/s/hldwrx2jq.....comparison.jpg
I had to make modular environments. Something that is very hard to do. Regardless, I made a couple tree bases.
I made dozens of tree trunks. And I was just getting to the branches when things seemed to slow down.
I had hand modeled everything. And this is just a generation. I could get to this. I was nearing this. I only had to make some branches.
The one thing I don't like about this is how polygon heavy this is. This is about 4,600 polygons. Which is decent, but not so good for a game.
MY trees were about 300-1000 polygons. That's not including branches and leaves though.
I'd say with everything on my trees, and triangulated, they'd be about 2,500 polygons max.
This is the faster option. It even looks good. This is what the people want, so I'll have to use this. But I'm not throwing away my trees at all.
Of the many hundreds of megabytes worth of textures I took for them as well.
As usual, don't steal, copy, etcfjskldfjsklf;s
You know the deal.
Category Artwork (Digital) / Scenery
Species Unspecified / Any
Size 707 x 713px
File Size 142.3 kB
Listed in Folders
Take a look here:
http://wiki.polycount.com/CategoryE.....ronmentFoliage
Everything you want to know about foliage for 3D is right there :3
http://wiki.polycount.com/CategoryE.....ronmentFoliage
Everything you want to know about foliage for 3D is right there :3
I don't know how many experience do you have making 3D games, I took a very short course, so I might tell you something you already know. For vegetation you should research Frustum culling techniques(which is not rendering those trees that can't be seen) and LOD (use a low poly version for those trees that are far away, and replace them for a detailed one when the player gets closer).
I haven't made a game yet (well, not a serious, complete game), but I knew about culling. I didn't know the full name to it, so that should help.
I knew of LOD, especially from using Second Life. I planned on using things like this when I make a game, and it would be time to optimize it.
Although I'm not that big a fan of LOD. Sure I can model things myself (unless it's dynamic LOD, ugh), but still, heh.
Thanks. It'll be easier to look them up when I get to them. I just hope I can get to them.
I knew of LOD, especially from using Second Life. I planned on using things like this when I make a game, and it would be time to optimize it.
Although I'm not that big a fan of LOD. Sure I can model things myself (unless it's dynamic LOD, ugh), but still, heh.
Thanks. It'll be easier to look them up when I get to them. I just hope I can get to them.
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