Hi, I am a beginner teaching myself how to use Maya and create game environments/ architectural visualisations. I've been trying to find a way that I can create low poly trees to use in my work, but I am struggling to find the best way to do this. I want to be able to create the trees from scratch and have the creative freedom to make many different tree types, without crashing my computer, but also creating a convincing and realistic look. I've found this tutorial on YouTube from 2011 and was wondering if this is still a current way of making trees?
https://youtu.be/WfQ1sgpAzFU?t=283
This was my first attempt at some low poly trees - I know they aren't great but wondering if this technique is worth refining:
https://www.artstation.com/artwork/rAyZDE
I also wanted to understand what is the industry standard for trees in games, is it SpeedTree? Would you expect to see this kind of quality trees in an environment artist portfolio?
Any advice on where to start would be very much appreciated! Thank you.
Replies
https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#images
Images are embedded here all the time; it's the expectation. The more clicks you ask people to open, the more likely they will simply move on to another topic.
Hope this helps you.
Hi Eric, thanks for the heads up and I've edited the post now.
yeah. I agree it looks like a cool idea. Still I am not sure , for final result it goes as modified binary mask still for alpha test only or they render actual translucent pixels on the edges? Just a few on the very edge? So another render pass / buffer image?
I would expect they use a alpha test with TAA dithering to get soft edges - this gives you a pretty good result for almost free (I suspect a second alpha-blended pass would be prohibitively expensive given the screen coverage)