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Palm Tree D:


Rick_D

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There's probably a million palm trees out there but I made this for a mod-in-progress and figured I should share the love seeing as I have been helped so much by the mapcore forums and IRC, I felt it was about time to give something back.

There's two models but I only rendered the one with the straight trunk. Polycount is around 600 max with 1 lod that drops it to around 300.

Shitty Render -

1tb0.jpg

Hammer shot with photoshopped sky (:P) -

untitled1zt5.gif

Download -

http://rick.abort-n-stuff.com/rd_palms.rar

Enjoy, I'd love to see how you put these to use, any nice shots I could put in my portfolio would be very welcome :)

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I dont think painting shadows should be done anymore as a habit in gaming. Now with new technology in lighting and such. However I guess you guys are just enhancing it in source's engine.

I did notice though that the bark texture seems kind of low res. Since its the part that the players are most likely to see 80% of the time close up, it should be higher res. Other then that a great job!

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I dont think painting shadows should be done anymore as a habit in gaming. Now with new technology in lighting and such. However I guess you guys are just enhancing it in source's engine.

it doesnt have the be realistic shadows.. just some ambient occlusion like shadowing..

technology in dynamic lighting is improving greatly but we are still nowhere near realtime ambient occlusion.

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dont get me wrong, I like ambient occlusion, but for a lot of projects I dont agree with it. For instance the trunk of the tree would not benefit from ambient unless you spread out the distance a ridiculous amount, and then you're stretching the idea of it. Furthermore what if a player walks up and uses a flash light on the area. It'll still be dark. I prefer ambient occlusion more on building facades, small details on detailed models. But I guess to each their own. either way the end result is all that matters, and in this case I like your palm tree!

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