Your foliage work has always blown me away Tomdon, any chance of you ever putting together a tutorial? I'd love to use some of your techniques in my own work.
The random model thread!
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Thanks man
. There is nothing inovative about the way I do foliage really, its just a texture and planes placed around. I did a quick run through of a bush, it may be handy who knows: -
That's ace Tomdon! How did you make the textures? Handpainted or Photosourced?
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Photos, apart from the grass and wild flowers, I hand painted those.
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really nice tutorial. i dont suppose you could do one for creating a weeping willow tree?
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I wish I could model decent trees/shrubs, this inspires me to have another attempt. Nice guide.
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Yeah, that's a nice quick and concise guide, seems most of the ones you find for foliage go into weird complex methods. Cheers.
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I decided to make some modular props as a test to see if I could, based on some Chinese apartments. I've got them into UDK but the lighting is all weird, even though I set up a 2nd uv channel for the lightmaps, so I think I'm missing something obvious. Also UDK completely disregards the pivot points I set in Max.
[Blocked Image: http://img52.imageshack.us/img52/4300/apartments01.th.jpg]
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The pivot points in UDK is the center of the grid in max, you have to align your models according to that, it doesn't take into account the pivot points in max.
As for your second UV channel, make sure you don't have any overlapping faces? Depending on the object, the auto-unwrapping in UDK is kinda soso, it's better doing them in max I think. Also, make sure all your faces have smoothing groups (even if it displays correctly in max, double-check), if you have none and you export to UDK, everything will be as if on one smoothing group for those with none.
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After some rather lame computer issues, I have compiled all my recent models
.[Blocked Image: http://tomdon.net/bg2/testmap0003.jpg]
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Nice! The tree trunks are looking a little dark though? Could be just my screen though.
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Herp a derp, more offerings of trees to the thread:
[Blocked Image: http://img695.imageshack.us/img695/246/oaks01.jpg]
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Nice, I like the snapped tree!
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The snapped tree is actually from Crysis but yes, I like it too

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And there's no problem with overdraw there?
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Nope, I'm using the vegetation shader in CE2 with alphatest as the blend mode. If any overdraw is occurring, I haven't spotted it.
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Any one have some suggestions on how I should set the telephone pole light up along with the door light? I don't want the scene to be very bright but at the same time I want each light to not overpower or blend with one another too much.
[Blocked Image: http://img607.imageshack.us/img607/811/lighting01.jpg]
[Blocked Image: http://img251.imageshack.us/img251/8160/lighting02.jpg]
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