Hello guys. I've been struggling last few days trying to achieve invisible transition between tree LODs and I kinda give up. I don't know how to make decent detailed branches with also decent LODs without placing them manually. The thing is that I want as much as it possible to automate the process of creating vegetation assets.
In my case trees are made in SpeedTree with standard cross-foil leaves meshes and therefore creating LODs by replacing them (leaves meshes) with only one plane instead of current two either will result in only one additional LOD or poor quality further LODs (LOD2, LOD3 ...). What I did is I created a bunch of same planes but with larger scale and tried to repeat the shape of tree generated in SpeedTree. Then I placed this "central mesh" inside every LOD including LOD0. And to lower polycount with every next lod I gradually removed central planes from original leaves (speedtree). Unfortunately the final result is far from perfect and my sadness is doubled with the fact that I still had to make foliage manually.
So the question is : is there any good tutorial/article of fast creating of high quality vegetation assets exept for those in Wiki? Maybe you can share your techniques? Or maybe there is no fast way to do it at all?
P.S. GTA V and many other current gen games have very visible LOD transition. Does it mean that if Rockstar couldn't make it, I especially won't be able to do that?
Replies
Make sure to create billboards when exporting the trees for another lod step down the line
What is your workflow for the leaf planes/meshes? You can create them directly inside speedtree. This part of the program is a bit meh, takes some messing around to get the hang of it and figure the orientation out, but meshes made that way work best with lods and don't need any replacement meshes for lower lod. Maybe that's the part you are missing. In the materials tab select your leaf plane texture then click the Generate Mesh button.
http://i.imgur.com/NPi9557.jpg