Hello! I am making a game with some of my peers, and have been assigned to model environment props - trees, rocks, crystals, etc. In this game, the outdoor environment is quite important, but my tri-limit is still lower than I'm used to. I need to stay close to 500 tris for my props.
I've never made a tree before, or anything quite so organic, so I would love lots of opinions, tips, and critique! Here is a few minutes of progress on my first tree. I started with a box primitive - I thought it might be better to sacrifice a little of the round-ness of the tree in order to have more tris with which to match an accurate silhouette to the reference. So far the tree is 336 tris and I still need to make the leaves. I just wanted to put up the beginnings of my process in case anybody sees that I am starting off in a completely wrong direction. Please catch me if I am!
By the way, I am planning to make high poly and bake normal maps as well.
Here is the concept by my friend Nick de Spain. Sorry it is a little small
, if this is too small for anybody, let me know and I will redraw it bigger myself.
Uploaded with
ImageShack.us
Uploaded with
ImageShack.us
Uploaded with
ImageShack.us
Thanks!
Jessica
Replies
It's looking pretty good so far. I don't make many trees, but maybe you'll need some more tris up where it forks.
I'm guessing only the one root on the left is fully modeled out? The other three look pretty boxy and non organic. If you had to sacrifice a root, it would probably be worth it to get three nice twisted ones.
What I usually do for lowpoly organic shapes, is extrude, then rotate a bit, extrude again, etc. This will make the shapes more random looking. Here's an example (222 triangles) of the bottom part of the tree with that technique:
Also, what my directions actually were: 500 tris for small props and 1000 tris for larger ones. The reason I initially felt I should use 500 tris is that this game is third person and the trees will be seen from a distance. Still, all of your feedback has helped me to decide I should probably consider this a large prop and give myself 1000 tris (or at least a little more than 500) to work with. I'll start over with a cylinder prim instead - it should look a lot more organic!
And thanks Snader, for your little demo! ^_^ I don't know why I wasn't using rotate tool - just the move tool, and it was warping my faces and making some parts of the branches look stretched and weird
I'm not sure if I will use alpha planes for the moss and squiggly toppers, or actual geometry. I need to figure out which will turn out to be more expensive first.
Ok let me try again, I will post soon.
I made a plane, duplicated it, and flipped it so that you will see the texture on the other side (our engine does not support double-sided for textures). However, when I duplicate, should it be 'copy' or 'instance'? The problem with instance: when I flip the instanced plane, the old one flips as well. The problem with copy: if I copy the plane, then when I texture the original plane, the texture won't show up on the copied plane right?
Lowpoly, 734 tris:
Uploaded with ImageShack.us
Confoosed! haha
Jessica
What I usually do for plants is make the alpha mapped leaf texture (or at least a silhouette stand in) first. I then make a plane in max and apply the texture. I can then cut and fold the plane if necessary, and set the pivot to a convenient location (usually the stem of the leaf bunch). I create instances or copies of that original and position them until I like the look of the plant. Once I'm happy with the leaves, Its time to duplicate and flip them.
Duplicating the leaves and flipping them is almost a part of the export process this way, and I usually keep a copy of my plant without dup'ed leaves for making edits. Once there are 2 copies of each plane it can be a serious pain to move thinfg around.
Its kind of an odd workflow, but for plants its often easier to have the textures first.
I second the guy who said to make textures first. It helps you when you position the planes to get rid of the plane look.
I also agree that the entire trunk should be one mesh, will look way more natural.
Also, try this to get slightly more depth from the plane:
So if you don't add the planes before export your tree will be 1000 tris. But in game it will be 1024 (or whatever).
So at least doing them in the 3d program will give you an accurate tri count.
I also do all leaves one sided, the copy/flip normals before export. (as said above less to work with = easier)
instance is great for doing things like biped where you only want to model one leg/one arm but see both sides as you go. But then you need to delete the instance, make a copy and connect it. For everything else copy is best.
I agree that connecting all the branches/roots would give it a bit of a better shape, but it's much better than the first.
Another way to save tris and get a nice round look. Start with box as you did first, but rotate each extrusion 45* from last (not in bend direction, in extrusion direction). So from top it would be square/diamond/square/diamond.
rotating one direction will pinch all the edges and look bad, rotating in the opposite direction will make the angled edges round it out. (no 3d program handy right now for example, sorry if that's confusing)
sprites (aka particles : aka billboards) are OK for some stuff. Big leafy trees for example. But they do spin weird if player is close and rotating (gives a kaliedescope effect). Oblivion trees use this method and we used them in The Dark Mod (as an option). They can look fuller than plane leaves though.
But for that tree they'd probably be hard to align correctly and you'd need a particle per branch end (expensive). Much better with just planes most likely.
What engine will you guys be using? just curious. I suppose these days it's a good chance it's either UDK or Unity for an indie project. Since it's 3D. I don't know UDK but I believe Untiy would just create tris. But it might be possible to write a shader to fix that, though it might be coded in the renderer.
All the other engines I've used (Hammer, Radiant, Dromed...) created tris. None are as new as Cry2 though.
back to topic...
Here is our website so far, with a trailer showing our progress:
http://www.unchainedgame.com/index.html
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Thank you,
Jessica
I desaturated it and looked at the levels and almost everything is in a very narrow band.
If you increase contrast and just make sure you don't get black in there it should pop more.
Normal, Specular, Color, Opacity maps:
Uploaded with ImageShack.us
Rendered in UDK:
Uploaded with ImageShack.us
Critique welcome!
Jessica
too sharp? that depends alot on what you are going for in the game overall I guess. But looks like you are going for a 'hand painted' 'cartoony' vibe. In which case bolder colors fit the bill imo.
Looks like you're missing normals for the flower, they'd help round out the flat planes and give it more shape.
Looking foward to seeing more props.
Uploaded with ImageShack.us
Concept by Nick de Spain:
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Thanks,
Jessica
It's a good technique to use too, Valve does it with the hedges in L4D2 Parish map. You have to crawl inside the floating leaves to see that it's a solid mesh inside, but it has good depth in the tex and they look pretty realistic.
A good way to fill out the tree.
I'd suggest some lumps, or burls around the bottom of the trucnk, clumps of 10 tris here and there could give it alot of shape. (like half spheres), just stick them right on top (floaters) instead of building them in.
As it stands, I just deleted that floaty branch for this prop, as nobody's really gonna miss it except for maybe me and the concept artist ahaha.
Diffuse map, 256 x 256:
Uploaded with ImageShack.us
Max render, leaves coming soon ^_^:
Uploaded with ImageShack.us
Critique welcome!
Jessica
Materials:
Uploaded with ImageShack.us
UDK renders:
Uploaded with ImageShack.us
Alright, I'm gonna take a break for some 2d. But I will be back with another tree soon
-Jessica
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Uploaded with ImageShack.us
470 tris. Keeping under 500 in order to use a 128 texture:
Uploaded with ImageShack.us
Critique welcome!
Jessica
Uploaded with ImageShack.us
Uploaded with ImageShack.us
I like the style - the only thing is that this tree only looks like a tree if you see the roots - otherwise it looks more like the gallows, or something. Maybe add some minuscule branching from the tree, with a few leaves? Something that will help it read as a tree.
Uploaded with ImageShack.us
They show best of course when you have a large area, covered with small details. Also depends on light. Then there's in game, where you see the effects much more stringly than a screen, you can move around and see the bumps, from a screen the highlights/shadow could be seen just as diffuse.
Uploaded with ImageShack.us
1192 tris