Hi guys. I work now on the snowy scene in Unity, but I have few problems with trees. I want to do conifer tree, and I don't know how to do that. Here's what I've got:
And I think, it's not a good idea, to do trees like that. Can you tell me, how to make those trees? Where to where to look for proper textures for branches?
I'll post more screens, when I'm done my scene. For now I have some concepts, and terrain without textures.
Sorry for english.
Replies
Here's what I've got so far:
Sorry, Fozwroth, maybe this looks like copy of your work, but you post some wires, and textures, this is awesome ref picture.
And I have a question: How to make those leafs more "spatially". Because now they look very straight and it can be see, that they are plane's.
Texture will be made from begginning, I think. I just can't find proper textrues.
And now, I'll make textures from beggining. Especially those branches.
It's 855 triangles.
I choose to do a birch tree. Texture of the branch and leaves will be updated this evening.
Update: new textures of branches and leafs:
Can someone tell something about editing vertex normals in 3D Max?
How od you guys make textrues? I mean photgraphs of nature: sand, branches, grass, rocks, etc. What equipment I need to have to make photos of textures? It's very expensive hardware?
Sorry for english.
For better quality images, I'd strongly recommend a camera that can be mounted on a tripod - this allows you to have more precise control when capturing the textures.
A camera with a macro mode also helps when photographing small objects, but tends to be more expensive.
Finally, you'll need decent photo-editing software. Photoshop is the standard, but rather horrifically expensive. GIMP is a popular free alternative, but I don't have any personal experience with it.
A quick search for "photo texture tutorial" will provide many great links for creating the textures. http://www.cgtextures.com/content.php?action=tutorial&name=shootingtextures is a good starting point.
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And I know, technically it's wrong, but I had some problems with rendering ortographic renders for grass, o use it for textures.
It's 1st scene, which I textured for 100% by myself, so it's small sukces for me.
Thanks for advice. Now I'm making some abstractions, after that, I'll post some work from my game-art work.
Thanks.
If it's about this tres I think something with scale is a little bit wrong.
Anyway waiting for progress in your works!
Cheers!
About scale, yeah, you have right.
Can someone tell me what photobucket doing while uploading to them my renders? I render that scene in 1920x1280, and PB scale it to 1024x768. Anyone know something about this?
3D Max and Vray. Inspiration from 3Dtotal.
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You should consider adding a walkway at around 2/3 of the way up - those upper shelves are way too far from the higher ladders.
I have a big problem with the specularity on the floor. This is what I've got:
And this is what I want to got:
I dont want straight specular of the light. I want this curve specs on floor. How can I get that specularity in Vray? Gogle dont want to help me.
Textures are in beta version.
3D Max - Vray and Photoshop.
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I think what you want is light falling in your room, that can have a diagonal shape. But since it would be
the sun, you could never have them have a different direction, they would all face the same angle
So I decide to make stone throne. And I have a few questions:
This is my base from Max to Zbrush for sculpt:
But I wan't to make all HP model in Zbrush. Can I get those shapes in Zbrush? This is my concept:
I want to make it like 1 model. And my base have few elements. Can I get some hard shapes directly in Zbrush? I know it's little to complecate, but my english isn't pro. Sorry
And here's my 2 sculpt for this part:
I'm pretty happy with the result, but I think I could say something when I'm done more sculpt.
I know how to do a simple black and white alpha's, but what if I want to make a very detail alphas for example some ornaments? This is what I want to make to alpha:
How can I get this into alpha? Because saturation and increasing levels doesnt work (it looks horrible).
And here's what I've got in ZBrush in after applying Projection Master:
You see this? It's dont look good, and I don't know how to change the alpha, to get fine shape of edges on sculpt. Any help?
More subdivisions should make the shape cleaner if that's what your after.
Ctrl + D should subdivide it.
1100 tris and 2 Maps: Diffuse and Normal: 2x1024.
It is very clean at the moment, and though such things can exist in reality, sometimes they do not translate as well in a game.
You had the right idea with beveling those edges in the previous post, but that got lost in the low poly model.
Yeah, I know that about sculpt, but I just testing around with cracks and damage: when I'm done my sculpts with damages and cracks, it looks horrible, so I decide to make it less damaged. I just need practice
What I've notice is when I'm doing surface noise in ZBrush, I must do it more define and strong, because on my sculpts there is noise, but on normal I can't see it. Maybe it's just the resolution of exported object from ZBrush.
About beveling, I just though it'll be right to do that for LP, I don't like the look of hard edges on LP model.
Thanks for visit my thread!
Maybe I'll do this on 2 engines: Mental Ray from MAx and Unity. This half_transparent something is some Menatl Ray errors (or my fault ). But it can't be seen when behind it I have something (now I have environment color):
And know I have question to you, guys:
How I can bake normal and spec map? Is Crazy Bump a good way to do that? And how I can bake AO, if I baked diffuse and alpha in Max?
I have done another asset for my small enviro: it's not a PRO, but I almost like the final look of that. I made this several times because I had some problems with viewport and models. But finally it's done. Maybe I'll do a small correct for the tree canopy.
And it's very lot's of tris: 5 138 on one tree. Is it a lot, looking on some production like Skyrim or Witcher 2? In technical aspect.
The textures need to scaling: for branches and main trunk i used 512x1024 diff and normal, and for the leafs I used diff 512x512, Alpha & Normal are 1024x1024. I'll scale it later, I just forgot to make it before render.
Colors will be changed to get more contrast.
This is finished tree, which will be used in enviro. I think I can make it less density of leafs, but I call it finished
But: This is screen from Mental Ray, 3D Max. And I have another screens from Unity, I'll post them later.
I need your help to make this look better: this is how it looks for now:
http://s6.ifotos.pl/img/starytele_npeqrnq.jpg
http://s4.ifotos.pl/img/starytele_npeqrap.jpg
And this is textures:
http://s4.ifotos.pl/img/diffstary_npeqrww.jpg
http://s6.ifotos.pl/img/normalsta_npeqrws.jpg
http://s6.ifotos.pl/img/specstary_npeqrwq.jpg
I know this is not the PRO work, but I'm almost happy with the diffuse.
But specular... I don't know why it's not working. This is screens form Max:
http://s6.ifotos.pl/img/1JPG_npeqrsx.JPG
http://s6.ifotos.pl/img/2JPG_npeqrse.JPG
I need your help: what I can do, to make my render look more better? What I have to watch in tutorials, to make it look better?
If anyone could say anything, I would be very pleased
Sorry for PRO english
And now I want to do some texutre blending for the ground. In the middle I want to do a road, but I don't how to do that on Unity. I try Simple vertex color painter from asset store, but it's doesn't work for me.
Any help would be appreciated.
The texture are separate, I just merge them to show it you.
And here's small asset:
And I know, it's lot of traingles wasted, but I decided to leave that. BTW I based on the ref from 3dmotive video (importing Assets into UDK, and there whas also ~2500 tris, so )
I have only 2 GB of ram, so normals are poor, because Max won't import 2 mln polys. And it's decimated. Propably I'll buy some RAM to my PC, and on the few days, maybe weeks, I'll make an better version of the texure above. For now, it's all I can do with my pc.