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hessi's tree thread

  • hessi
  • May 7, 2006 at 3:00 PM
  • R_Yell
    • October 10, 2006 at 11:01 AM
    • #61

    Here is my pine (mediterranean style, 1600 tri. before optimization):

    [Blocked Image: http://img105.imagevenue.com/loc578/th_73232_displacement_test10004_122_578lo.jpg] [Blocked Image: http://img40.imagevenue.com/loc418/th_73237_displacement_test10005_122_418lo.jpg]

    Maybe the branch texture is too blurry? Any suggestion will be welcomed.

    Sorry for the map! (it's just a test). I plan to follow Hessi's tutorial about overlay shadow.

  • hessi
    • October 10, 2006 at 11:18 AM
    • #62

    good start, but i see two big problems:

    1. your leaf planes are too flat or they are mostly all horizontally aligned. if you look from above it's fine, but as soon as you look from a player perspective the planes are really visible as planes. maybe you should add some vertically aligned leaves too.

    2. the branches are kinda "outstanding" and overbright. add more subdivisions to those that are closer to the players view and give it a smoother shape.

    anyway: good start. and maybe you could remove those fir cones they repeat too much

  • R_Yell
    • October 10, 2006 at 11:45 AM
    • #63

    Thx hessi. Yes, the planes are a problem. Maybe this shot is better to evaluate:

    [Blocked Image: http://img121.imagevenue.com/loc335/th_76502_displacement_test10007_122_335lo.jpg]

    There is an issue related to plane inclination, if they get too vertical appears a dark shading. So tried to avoid that, there is also the possibility to use unlit material for the branches (which looks worse to me than vertex shading). Maybe it needs more planes, or make them bigger so they cover more area.

    This tree is meant to be repeated lots of times, so I won't add subdivision on lower branches, I want to do the opposite on top branches.

  • h2
    • October 10, 2006 at 1:11 PM
    • #64

    Try placing a info_light entity in a box with light env and few blue lights around it. Then assignt it to the model. Fixed the problems for me.

  • hessi
    • October 10, 2006 at 6:30 PM
    • #65
    Quote from R_Yell

    if they get too vertical appears a dark shading.

    you should re-orientate all your vertexnormals to 100% straight upwards. you are using maya?

    edit polygons -> normals -> set vertex normal (hotbox) enter 0 0 1 if using z up or 0 1 0 if y up

  • R_Yell
    • October 10, 2006 at 7:54 PM
    • #66

    Hmm, seems I have no such option in XSI. Only could find invert polygons like polygon normals related option. Thx anyway, I'll try h2 method or something else if needed. At the moment I think it depends on sun inclination, if it's on the rigtht values there aren't dark shades.

  • requiem2d
    • December 4, 2006 at 9:34 PM
    • #67

    Some nice trees there, makes me want to get some done

  • dissonance
    • December 5, 2006 at 12:07 AM
    • #68

    that rock texture would work better on distant mountains/mesas.

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