Hey everybody, I've got to model two huge trees for a map, but I ran into troubles getting the shapes right.
Here 's the roots I want to model :
I tried to go through creating a heightmap/displacement from them and then reduce the mesh polycount to rework it but it fails (due to the perspective into the picture, I have no photos of them from top). I also thought of putting the reference picture on a plane I would deform and cut into according to the shapes of the roots.
I also thought about splines, anyone has an idea on the best workflow on this ?
Thanks
Replies
Tumerboy: I did some sculpting over planes too. I'll do it zsphere and show what I get
Edit: started tru Zbrush :
http://tof.canardpc.com/show/bebe5eee-a902-41c1-b05a-03b5fe47a55e.html
Think i'm gonna take that into 3dcoat now for a first retopo to work with.
It's a pretty hard work tho.
I've always wondered that. This is the perfect example to ask the question. I hope you can illustrate with a small image tutorial of some kind, or perhaps someone else would be so kind. Thanks!
So if you where using say two seperate high poly peices (the roots, and the tree trunk) just line up the high polys together as best you can. If you bake and get a seam, just edit it out in photoshop.
The uvs should be on one solid island so its easy with clone brush or smudge.
I think this is what you were asking,right?
Hope this helps.