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Editing normals vs. planes with multiple polygons for foliage - issues.

Noris
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Noris null
I'm creating, let's say, mid poly trees for my game and i feel like i'm on dark side of internet right now. There are multiple tutorials and discussions about foliage and building trees but i can't find any that shows full picture.

To reduce polygon count, but keep kinda nice looks i want to use baked branch with leaves and place them multiple times on tree - standard technique for games for what i know. After that i use blender modifier: edit normals to get rid of messy shadows that this technique is known of producing. Now i have 2 outcomes:
- If the planes were single face (4vertex) polygons i get well shadowed but shallow and messy look.
- if the planes were multiple faces (5+vertex) so i can give them volume, editing normals flips them completely on some triangles so i have holes in mesh. I was trying to copy whole foliage after flipping normals and flip faces to fill up holes but obviously that makes shadows messy again and if i copied and flipped foliage before after editing normals faces direction matched on both sides.

What am I missing guys?
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