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@tomm thanks for the crit. I duplicated the main rectangle, shrunk it and gave the outer one a slightly brighter texture with some alpha. This helped with depth. Regarding tri's, see the solid below, I'd love tips on cheaper techniques. I made the leaves in substance, I'll try my best to improve them.

scepter_hedge2.jpg

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I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.

Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly.  If  you do stick with quads you could also bend them along the middle edge to give the leaves some shape?

You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.

Edited by text_fish

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29 minutes ago, text_fish said:

I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.

Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly.  If  you do stick with quads you could also bend them along the middle edge to give the leaves some shape?

You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.

Good call. The horizontal gradient is subtle but does good. OLD vs NEW:

scepter_hedge3.jpg

I'll see what else I can do to improve the leaves.

I was able to make the separate branches into tri's like you suggested, that chopped off 700 tri's (!)

 

21 minutes ago, tomm said:

I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo.

0909_500.jpg

1109_500.jpg

sauce: https://simonschreibt.de/gat/airborn-trees/

Yeah I based the hedge off this technique. Don't think I agree that it makes no difference with an additional rectangle though. The outer one has a separate texture with a different seed and transparency, the inner is darker and has no transparency so that the player can't see through the hedge (important on this case). The difference in depth was great and the cost is negligible.

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51 minutes ago, tomm said:

why not brighten up the alpha planes and use a single darkened rectangle behind? the thing is you're duplicating the entire mesh with little to no gain.

but what do I know, I'm no foliage expert :|

No no, not the entire mesh, only about 100 tri's :) the outer layer casts shadows and adds depth to the inner layer. This is my first attempt at making foliage so I'm no expert either, just trying to figure out what the pro's are doing.

Currently weighting in at exactly 1000 tri's (wut). I added a simple plane "ridge" along the top so that it would'nt look so straight and unnatural. I think it helped some.

scepter_hedge4.jpg

Edited by grapen

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@grapen: I havn't done foliage, so take this with a grain of salt. But my opinion is that by creating hedges the way you have done, it still looks very unnatural because the sporadic foliage that does stick out is still too uniform in both shape and size. I think you could probably achieve a better outcome using multiple planes with transparency settings and rotating them to more-or-less fit your desired shape (but not perfectly to suggest it was cut by hand without perfect measurement). You could still use an interior plane to prevent transparency from going all the way through. The other thing I think may be inhibiting your hedge is the size of the leaves themselves. For a hedge, those are some huge leaves I think. Just my $ 0.02 on this one. Maybe yours will look better when paired with other hedges and I'm just full of it.

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1 hour ago, Sigma said:

@grapen: I havn't done foliage, so take this with a grain of salt. But my opinion is that by creating hedges the way you have done, it still looks very unnatural because the sporadic foliage that does stick out is still too uniform in both shape and size. I think you could probably achieve a better outcome using multiple planes with transparency settings and rotating them to more-or-less fit your desired shape (but not perfectly to suggest it was cut by hand without perfect measurement). You could still use an interior plane to prevent transparency from going all the way through. The other thing I think may be inhibiting your hedge is the size of the leaves themselves. For a hedge, those are some huge leaves I think. Just my $ 0.02 on this one. Maybe yours will look better when paired with other hedges and I'm just full of it.

Thanks for the input! I agree that it's not the greatest I've seen, but I think it'll have to do for now as I'm strapped for time and have so many other props to make. I'll consider your technique if I ever redo the model or make more foliage! Here's an environment shot for scale, I think the leaf size works, I've seen all kinds of sizes out there on Google :D

scepter_hedge5.jpg

 

EDIT:

Here's a comparison with Valve's hedge that I think utlize the technique you mention, but seems to suffer from its own problems :D

scepter_hedge6.jpg

Edited by grapen

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1 hour ago, Squad said:

Looks nice!

Did you use any tuorials for this? Just asking, because I'm learning SD and Blender too.

Thanks :)  This one is completely my own, but I have been working with Blender for a few years now and for learning Substance I used tutorials from their site and Youtube channel.

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Guys i dont know is this the place but i have some questions about blender and hammer sdk.
I have some detailed and textured 3d models in blender and i want to export and use in my cs:go map. But the problem is there is no up-to-dated tutorial for that. I can export to smd file via source plugin in blender. But some guys on forums says " you need to have a texture." Well hey! Its already textured" How can i split uv material from 3d object in blender. If someone knows or did this before, please help me. That would be awesome.

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20 hours ago, Pink Flamingo said:

Guys i dont know is this the place but i have some questions about blender and hammer sdk.
I have some detailed and textured 3d models in blender and i want to export and use in my cs:go map. But the problem is there is no up-to-dated tutorial for that. I can export to smd file via source plugin in blender. But some guys on forums says " you need to have a texture." Well hey! Its already textured" How can i split uv material from 3d object in blender. If someone knows or did this before, please help me. That would be awesome.

Correct me if I am wrong, but you've texture your model in blender, and now you want to export that? If so you're going to have to learn about baking textures, it's not terribly hard, but I think that's what you're asking. 

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