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real-time trees looking for tips and tricks

  • Lee3dee
  • July 29, 2005 at 7:58 AM
  • Lee3dee
    • August 9, 2005 at 2:32 AM
    • #21

    Zacker: add away. This can be like a mini challenge, The Art of Tree making for real-time games. hehe

    Farles: thats some great info. Thankyou for that

    Been playing Ghost Recon 2: Summit Strike and checking out how Red Storm does their trees and foliage.

    The 3 trees that I made above didn't export well into the torque engine, but worked fine in Unreal Editor, so I could sell them on turbosquid or just use them in my portfolio. Not sure if real-time homemade trees are in mass desire since we're almost in Next-gen systems. hehe

  • KoKo5oVaR
    • August 9, 2005 at 3:06 AM
    • #22

    Your trees looks great lee, but for some reason, i think they should need some color variation in the textures, some planes more brighter than others something like that.

    well, i guess i can add my palms

    [Blocked Image: http://kokosovar.free.fr/mapshl/palmier4.jpg]

    200 polygons each

    send with kokonut in option :wink: http://%7Boption%7D[Blocked Image: http://kokosovar.free.fr/mapshl/palmiermap3.jpg]

  • Lee3dee
    • August 9, 2005 at 3:12 AM
    • #23

    KoKo5oVaR those are great for only 200 polys! i love the pic of the gravity gun with the coconuts. hehe

  • KungFuSquirrel
    • August 9, 2005 at 4:47 AM
    • #24

    Hmm. Combined with my addition of 100% more poofy and a more bulbous top a la the ones koko just showed, I now have this...

    [Blocked Image: http://www.button-masher.net/wip/tree04.jpg][Blocked Image: http://www.button-masher.net/wip/tree05.jpg]

    Much better looking now, if you ask me! Might start making some variations of these. This one is definitely on the short side.

  • KoKo5oVaR
    • August 9, 2005 at 4:51 AM
    • #25

    wow sexy, impatient to see it with textures

  • Lee3dee
    • August 9, 2005 at 4:55 AM
    • #26

    You know with a cartoon texture they could look like they were in Mario Sunshine . I really like the look of the palm trees

    Slowly narrowing the gap on getting torque to like my trees. Here's some test for evergreens at 340 polys.

    [Blocked Image: http://www.lee3dee.com/Images/env/evergreen_test01.jpg]

    I bent them a little, following Farles suggestions. More soon, hopefully I'll get Torque to import them correctly.

  • JynxDaddy
    • August 9, 2005 at 7:58 AM
    • #27

    Hey they look good

    The one on the left looks too 'fat', unless the tree is meant to look like that.

  • ginsengavenger
    • August 9, 2005 at 6:32 PM
    • #28

    those are really excellent Lee.

  • Lee3dee
    • August 9, 2005 at 7:08 PM
    • #29

    JynxDaddy & ginsengavenger: thx guys. Torque is pushing my artist buttons when trying to do simple stuff. hehe

    an in-game screenshot of the snow evergreen but it has some alpha issues.

    [Blocked Image: http://www.lee3dee.com/Images/env/winter_torque.jpg]

  • st0lve
    • August 9, 2005 at 11:17 PM
    • #30

    Prolly your error:

    http://%7boption%7d

  • Lee3dee
    • August 10, 2005 at 4:10 AM
    • #31

    heheh nice st0lve! I didn't look at the documentation yet, Thanks for helping me out. You are the ............ (can't think of a word at the moment)

  • KoKo5oVaR
    • August 10, 2005 at 5:24 PM
    • #32

    haha lee i ve tried to do some in halflife2

    only 100 polys

    from this angle, that s not so bad

    [Blocked Image: http://kokosovar.free.fr/tree1a.jpg]

    but from this one, they are totally horrible

    [Blocked Image: http://kokosovar.free.fr/tree1b.jpg]

  • Mazy
    • August 10, 2005 at 5:46 PM
    • #33

    Those horizontal planes totally ruin those trees imo D: (at least from the angle on the last pic)

    Looks pretty good otherwise

  • st0lve
    • August 10, 2005 at 5:52 PM
    • #34
    Quote from Lee3dee

    heheh nice st0lve! I didn't look at the documentation yet, Thanks for helping me out. You are the ............ (can't think of a word at the moment)

    Idiot King will do.Aswell as $$$~~

  • ReNo
    • August 10, 2005 at 6:13 PM
    • #35

    I'd say avoid sticking to purely vertical or horizontal planes koko; go for a variety of off-axis planes instead and it will look far less uniform and more natural.

  • Lee3dee
    • August 10, 2005 at 7:00 PM
    • #36

    Hehe, I tried that too KoKo5oVaR. flat doesn't work so great. LOL. I like how blizzard did their trees. I have been playing the 14 day trial looking at all the foliage for ideas.

    [Blocked Image: http://www.lee3dee.com/Images/env/blizzard_tree1.jpg]

    Blizzard seem to do this really cool layering effect at all different angles as shown in the image above. Its a really good idea and looks great from a distance.

  • The Postman
    • August 10, 2005 at 9:47 PM
    • #37

    [Blocked Image: http://img24.paintedover.com/uploads/thumbs/24/postytree1_1.jpg]

    256x256 skin and 178 polys

  • kleinluka
    • August 10, 2005 at 9:54 PM
    • #38

    nice big image, posty.

  • curman
    • August 10, 2005 at 9:54 PM
    • #39

    Posty, maybe it's Firefox or just me somehow, but your images are very super thumbnail sizes, but I can't click on them to get them bigger? Or .. is that natural?

  • st0lve
    • August 10, 2005 at 9:58 PM
    • #40

    maybe he did it on purpose.

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