|
|
|
 |
Silent.  |
Skilled Modder | Member since: 07.10.2008, 08:33 | Posts: 716 | Location: Australia |
Likes: 0 |
| |
|
Post Topic: Posted 14.07.2010, 15:47 |
I'll trust your judgement  Looked good from what I could see though!
|
|
|
|
|
|
|
|
 |
hellhammer  |
Trainee | Member since: 23.03.2010, 17:18 | Posts: 154 | Location: Argentina |
Likes: 0 |
| |
|
Post Topic: Posted 14.07.2010, 19:50 |
The grim Could you make a tree where the player can jump or climb and stay like Predator films in the jungle waiting to fall on soldier in ambush because when I try to do the same in crysis original version the player slides to land
|
|
|
|
|
|
|
 |
VinoBob  |
Uber Modder | Member since: 11.03.2009, 19:43 | Posts: 1695 | Location: in da hood |
Likes: 0 |
| |
|
Post Topic: Posted 14.07.2010, 20:27 |
Hmm the numbers are quite good, but compared to the exodus trees yours dont "fill out" the available space so well. But i dont understand a something. How is that that the exodus trees have also 4 submats ( as far as i remember), and contain twice as many polys as yours, and still if the poly count 3 times, and the drawcalls 4 times as many as yours ?(
"I gots to talk. I gotta tell what I feel."
Last edited by VinoBob on 14.07.2010, 20:27, edited 1 time in total.
|
|
|
|
|
|
|
 |
the_grim  |
Superstar Dolphin | Member since: 16.08.2004, 10:46 | Posts: 9501 | Location: Finland |
Likes: 38 |
| |
|
Post Topic: Posted 14.07.2010, 22:15 |
Update time!  I've been hard at work tweaking the textures and materials, and oh I also remodeled the tree itself.  The polycount is now a bit higher, but the shape looks nicer - the branches point more upwards which is true to the tree species (Picea Abies). I think I'm going to release both variations, as the first one is a bit easier on performance.  The DP amount above isn't really comparable, since I loaded multiple materials while tweaking the appearance - it now shows about 1k DP for the old tree version as well, so the jump isn't due to the increase in polycount.  Left is old, right is new. The old tree looks more dense due to the branches pointing down - if you look at the first pic in the original post, from player point of view the trunk is quite exposed in the old version as well. I'm probably going to do a denser variation in a smaller scale, so the polycount doesn't increase too much. The material is also now greatly improved, I made an opacity map and improved the normal maps. I also added some more colour variation and contrast to the leaves, which I think looks pretty nice.   And a close-up of the texture (the trunk doesn't have a normal map yet):  hellhammer: What you're asking isn't really related to modeling - you'd need to script the gameplay so climbing is possible. I suppose I could model a tree with solid, flat branches that are suitable for climbing, but jumping from branch to branch using the standard Crysis controls would be rather awkward. VinoBob: The "filling" issue is partly due to the fact that the Exodus tree model I used is quite a bit larger as well. Partly it's because well, that species of spruce just happens to be pretty slim.  I'm planning to make some denser variations, though. Thanks for your feedback and keep the comments coming!  Once I'm happy with the textures, I'm going to start cranking out more variations in bigger sizes, as well as some small saplings!
|
|
|
|
|
|
|
 |
VinoBob  |
Uber Modder | Member since: 11.03.2009, 19:43 | Posts: 1695 | Location: in da hood |
Likes: 0 |
| |
|
Post Topic: Posted 14.07.2010, 22:36 |
hmm nice, the colors are good, but the barks texture is a bit blurry from here. Did you try alpha blending for the leaves ?
"I gots to talk. I gotta tell what I feel."
|
|
|
|
|
|
|
 |
slicer91  |
Skilled Modder | Member since: 16.01.2010, 20:35 | Posts: 744 | Location: California, USA |
Likes: 0 |
| |
|
Post Topic: Posted 15.07.2010, 03:26 |
Tree bark should be higher resolution, you could make it look really nice if you changed it.  Could you release these once they're finished? I would love to see these in game  .
|
|
|
|
|
|
|
 |
Ultimarage  |
Uber Modder | Member since: 07.12.2007, 12:44 | Posts: 2328 |
Likes: 0 |
| |
|
Post Topic: Posted 15.07.2010, 03:43 |
The branch texture I gave you as a template seems to have helped.
Foliage Artist - Sucker Punch Productions Currently working on inFAMOUS: Second Son for the PS4
|
|
|
|
|
|
|
 |
the_grim  |
Superstar Dolphin | Member since: 16.08.2004, 10:46 | Posts: 9501 | Location: Finland |
Likes: 38 |
| |
|
Post Topic: Posted 15.07.2010, 09:10 |
VinoBob: Alpha blending doesn't really work (it rarely does), it makes the trunk show through the leaves etc. slicer91: The texture is really a placeholder (a photo I took of spruce bark), I'm probably going to redo it completely. CGTextures has some nice bark textures, but the hardest part is making the normal map look good... Ultimarage: Your texture did help a bunch, as did Mr.GuyBrush's texture from the Exodus pack (which I shamelessly used to paint on top with my first version). For my latest version I ended up redoing the branch from scratch though, using a photo texture as a base. I'm planning to release the trees sometime next week, when my vacation starts and I have some time to finish the models.  I'm leaving today for the weekend, back on Monday or Tuesday!
Last edited by the_grim on 15.07.2010, 09:11, edited 1 time in total.
|
|
|
|
|
|
|
 |
slicer91  |
Skilled Modder | Member since: 16.01.2010, 20:35 | Posts: 744 | Location: California, USA |
Likes: 0 |
| |
|
Post Topic: Posted 15.07.2010, 09:20 |
If you need instructions on how to get really nice tree bark, you can PM me.  You want to get the most detail as possible, I'd recommend crazybump for the tree bark. You never want to increase intensity very much on tree bark, I'd highly recommend you don't. And sharpening just screws everything up. If you get good results, you won't need a detail bump map for the texture  . (Unless if the texture is flat, but you're doing pines)
|
|
|
|
|
|
|
Zezeri  |
Uber Modder | Member since: 04.05.2009, 13:47 | Posts: 1967 | Location: germany |
Likes: 0 |
| |
|
Post Topic: Posted 15.07.2010, 16:45 |
Nice! You're getting better every day°! Get some specular maps on that tree
Shadez: i played ja mp for 8 - 9 years now , and im still not bored of it Xzero: the game hasn't been out for 8-9 years Shadez whateve
Last edited by Zezeri on 15.07.2010, 16:49, edited 1 time in total.
|
|
|
|
|
|
|
 |
VinoBob  |
Uber Modder | Member since: 11.03.2009, 19:43 | Posts: 1695 | Location: in da hood |
Likes: 0 |
| |
|
Post Topic: Posted 15.07.2010, 19:34 |
Quote: Originally posted by the_grim VinoBob: Alpha blending doesn't really work (it rarely does), it makes the trunk show through the leaves etc. Use opacity maps (100% black) for the branches and and where you dont want the leaf texture to be transparent. The only problem ( except the performance loss) is z-fighting, but you can make the canopy for a pine so, that the branches do not overlap each other, and so there wont be z-fighting ( unless you create a dense forest, for standalone trees it can work without problems when its used wisely and it looks awesome )
"I gots to talk. I gotta tell what I feel."
|
|
|
|
|
|
|
RaZoR-FIN  |
Uber Modder | Member since: 19.09.2009, 09:30 | Posts: 1821 | Location: Finland |
Likes: 4 |
| |
|
Post Topic: Posted 15.07.2010, 23:22 |
If you'd mind, i might give you a 12.1 megapixel shot of a pine's bark tomorrow, as there's a pine forest behind my backyard...
Know your way around modeling, animating and rigging? Join us!
|
|
|
|
|
|
|
 |
Ultimarage  |
Uber Modder | Member since: 07.12.2007, 12:44 | Posts: 2328 |
Likes: 0 |
| |
|
Post Topic: Posted 15.07.2010, 23:39 |
Quote: Originally posted by VinoBobQuote: Originally posted by the_grim VinoBob: Alpha blending doesn't really work (it rarely does), it makes the trunk show through the leaves etc. Use opacity maps (100% black) for the branches and and where you dont want the leaf texture to be transparent. The only problem ( except the performance loss) is z-fighting, but you can make the canopy for a pine so, that the branches do not overlap each other, and so there wont be z-fighting ( unless you create a dense forest, for standalone trees it can work without problems when its used wisely and it looks awesome ) With as many trees as he has on screen, alpha blending would bring his FPS waaay too far down, to around 1 FPS. Alpha blending is not, and has never been, worth it.
Foliage Artist - Sucker Punch Productions Currently working on inFAMOUS: Second Son for the PS4
|
|
|
|
|
|
|
 |
slicer91  |
Skilled Modder | Member since: 16.01.2010, 20:35 | Posts: 744 | Location: California, USA |
Likes: 0 |
| |
|
Post Topic: Posted 16.07.2010, 09:05 |
Yeah, with 1 million tris? That would be insane to use alpha blending, his PC would probably blow up or something lol.
|
|
|
|
|
|
|
 |
VinoBob  |
Uber Modder | Member since: 11.03.2009, 19:43 | Posts: 1695 | Location: in da hood |
Likes: 0 |
| |
|
Post Topic: Posted 16.07.2010, 18:53 |
Quote: Originally posted by UltimarageQuote: Originally posted by VinoBobQuote: Originally posted by the_grim VinoBob: Alpha blending doesn't really work (it rarely does), it makes the trunk show through the leaves etc. Use opacity maps (100% black) for the branches and and where you dont want the leaf texture to be transparent. The only problem ( except the performance loss) is z-fighting, but you can make the canopy for a pine so, that the branches do not overlap each other, and so there wont be z-fighting ( unless you create a dense forest, for standalone trees it can work without problems when its used wisely and it looks awesome ) With as many trees as he has on screen, alpha blending would bring his FPS waaay too far down, to around 1 FPS. Alpha blending is not, and has never been, worth it. Oh noez :unsure: Code: Begin Read(); Think(); Speak(); End Heres some alpha blended grass and palm ( its not the best yet) :   You can see the stats in the top right corner as usual, i have a 4870 with an E5200.
"I gots to talk. I gotta tell what I feel."
|
|
|
|
|