For example one issue I am having right now is how to make a belieable dense foliage for a tree and avoid the squarish recognizeable look of the planes of the foliage texture , o actually how to arrange them .. plus does the cryengine supports custom normals ? meaning so that I woudl get use of this plugin for it?
Yeah Eric, that's what I meant :) Personally I prefer when my normal maps contain a lot of varied hues; the example you posted has leaves facing (more or less) the same direction; that rarely happens in nature. Usually, I rotate the leaves to grow from the branch at very sharp angles, it gives you a nice color variation in…
Thanks Eric for adding that info to the wiki, that's extremely helpful to me. Can you explain why the reference geometry for normal thief is set out the way it is in your example? I can't understand the logic behind those red planes. If you could possibly add a little info about that to the wiki I would highly appreciate…
700k is a lot of mesh! I agree TreeMaker is OK at making the mesh, if you want the typical L-system layout, and don't mind spending a bunch of time adjusting spinners. ;) I wish the tools were there for generating nice trees, but they're not, unfortunately. Modeling by hand still has by far the best results. Using a game's…
Wolfire's examples indeed don't show it very well but the method should work rather well for photosourced leaves. Personally, I didn't have the time to test it myself, but its principles are similar to what I'm doing. When making my diffuse I always make highpoly branches and have the leaves point into readically different…
Awesome post Nick! Yes, in so many ways yes! Know the difference between a well groomed tree and what it will look like out in the wild. Some trees when not properly pruned will have a huge mess of trunks a bit like bamboo. The same tree when properly pruned will have one trunk and be crafted and shaped over time, probably…
My example was made super-fast, with crossing-plane particle meshes. These do give a lot of vertex normals, which means they can shade very well when the normals are bent. But the silhouette isn't always the best. Kind of "clumpy". Depends on the type of tree I think, some work better with a "cup" shape for the leaves. I…
Eric: Thanks for posting some examples of this. I've been talking about this for ages, and the amount of times you see games where they just went 'Alright, this looks bad, let's just turn off lighting on trees altogether or almost entirely' is disheartening. Also, I'm really shocked about some of the big engines not…
For me, I usually start googling a LOT just to find some not 100% good pic but more bad ones for reference, interesting shapes and variety. (As Turnerboy and Vig mentioned, sometime I feel amazed how the same kind of tree can look like, sometime you can say that this two of a same kind are not same kind :) ) ) Then start…