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[Tutorial] HighQ Grass

:cool:I just wanna start my day by a little HighQ Grass turtorial
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First, go to the left side and Change Animation to Polygon (if not already done). Then click PaintEffects and click on the Grass Icon (Where the red arrow is pointing). Then just click and drag your mouse on your scene, You should get a sort of this result.

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Now, select your model then click Modify/ Convert/ PaintEffects To PolygonsThen You are Complete :D

Important:

SCALE YOUR OBJECT 256 both Y X Z






Optional: (This is not needed)

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Export your model as an obj (This doesn`t work in maya 2013 or 2012, so export it as an FBX and convert it to an obj in blender or other software (if you`re using 2012 or 2013). Then Open MeshLab ( http://meshlab.sourceforge.net/ ) Select Filters/ Remeshing simplyfication and reconstruction/ Quadric Edge Collapse Decimation, then this window should appear

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Change the Quality-Threshold to 1 & the Target number of Faces from 300 to 1000. Then click apply and you`re done :D Your Object can now be exported

Replies

  • MikeF
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    MikeF polycounter lvl 20
    Good start, but i'd say its still not at game level specs, and meshlab gives fairly messy results.

    I think you could get some nice quality results if you were to bake the converted paint effects grass to a few different planes then arrange in an interesting way.
  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    I'm afraid this is not a very good way to do grass for a game environment. You end up with 1000 polies for something that reasonably should only have like a dozen polies.
  • _DMage_
    I'm afraid this is not a very good way to do grass for a game environment. You end up with 1000 polies for something that reasonably should only have like a dozen polies.

    I know thats why i you should go over to meshlab change the polygon count to around 30-200. Works very good in CryEngine 3 (and thats just over 50 polygons, with UV mapping and custom material, i also rendered out the normal map in Xnormal). You need to keep your mesh as one HighPoly and one Lowpoly to get the best normal map results. :)
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