Hello i'm new here. In last month i create my first environment i game engine (UE4) assets done in Blender. Most of textures are from textures.com, foliage are modeling in Blender and render to texture. C&C welcome.
hi-pine has a 2,900 tris, trunk is simple but every branch has about 120tris to make it more lushy. In UE4 with cinematic settings i have about 35fps in most dense region of forest (8gb RAM,GTX 780ti, i7 4771)
Dude, i saw yours forest, who's the mortal...? Ok, so i made simple way how i create tree, it's not so complex actually it's very basic way i think, maybe i just look more into branches to give them more lush look:
yep, i saw in some projects alpha cards are cutted but it make more polys i think. What is advantage of cutting alpha cards? Does alpha maps are heavier than tris to count for graphic card?
yep, i saw in some projects alpha cards are cutted but it make more polys i think. What is advantage of cutting alpha cards? Does alpha maps are heavier than tris to count for graphic card?
Yepp, discarding pixels is very expensive so using some extra tris to reduce the amount of empty space on the alpha card is almost always a good idea
In my experience triangles is rarely the limiting factor for performance in todays engines, they can push ALOT of triangles, but heavy alpha masking is still very expensive
Replies
How did you make your pine ? With the script "Sapling Tree" ?
Do you think to add more assets on your scene ?
But you have alot of wasted space on those alpha cards, you can shave of alot without even adding any more tris
In my experience triangles is rarely the limiting factor for performance in todays engines, they can push ALOT of triangles, but heavy alpha masking is still very expensive