Author Topic: 3-D modelled trees  (Read 1082 times)

Cwvym Purh

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3-D modelled trees
« on: December 08, 2005, 03:35:00 am »
I would like better trees, but perhaps should really ask questions -

How many polys would be acceptable for a single tree?

How demanding would said tree be on resources?

It looks like the current trees are branches with 2 sided textures placed for the leaves; if so, [and if fully modelled trees would be too taxing on player\'s systems]can we have cleverer placements of the leaf group textures, and can someone illustrate how to do this? :D
[and hopefully get a few people more involved in forestry - one person doing nothing but trees risks insanity, unless said person is an Ent]

I am holding out on blender 2.4 being released before I tackle it again.
[no doubt I will work on simpler objects and attempt to UV map them, and learn the joys of exporting before attempting an actual tree.]

WHY? The over used but still apt \'suspension of disbelief\' - the trees nag at me the most.
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Hellios

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« Reply #1 on: December 08, 2005, 04:52:14 am »
id advise you to use the \"search\" button before you make new posts. This has bin brought up many times. I am only warning you before a Mod or GM comes around and gets mad at you for not searching.
« Last Edit: December 08, 2005, 04:52:49 am by Hellios »

Keyaz

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« Reply #2 on: December 08, 2005, 04:57:21 am »
i don\'t scour the wish list but i don\'t remember anyone surfacing a topic about the trees before.

as with most models in planeshift, weapons and small items stick to poly\'s of about 150-200 max

character models was something around 2000 poly\'s

and larger items could range from anything inbetween if i recall. using common sense though

don\'t slap 2000 poly\'s on a tree :P

Hellios

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« Reply #3 on: December 08, 2005, 04:58:41 am »
maybe im confused on the subject, but ive seen alot of threads about the trees, and forests.

srry if im mistaken
« Last Edit: December 08, 2005, 04:58:54 am by Hellios »

Keyaz

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« Reply #4 on: December 08, 2005, 05:07:20 am »
yep, lots of times people babbled on about how they want a forest to walk through, not a painted wall (about the path to magicshop and ojaroad)

you know, those general hippy tree hugging types....

don\'t think anyone actually mentioned the 3d model itself

someone went on about some random terrain generator placing a few types of trees randomly in areas, but never the actual model

Cwvym Purh

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« Reply #5 on: December 08, 2005, 06:17:59 am »
lol yes I searched.

Sigh. 2000 for a tree... would probably still not do it,well that kind of answers the question. [I would still like to know how taxing it would be]

I suppose it would be method \'B\' then, the 2D plane leaf group textures in a cleverer manner [I am not dissin the tree creator, just looking for improvement].
Or adding 20 or so such leaf/branch groupings [and consequentially 80 there abouts polys] to the existing trees.

These slightly beefier trees could be an option, keeping the leaner ones for those who would suffer a performance hit.

Ah. The time has come to read some tuts.
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Nikodemus

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« Reply #6 on: December 08, 2005, 05:37:32 pm »
I don\'t recall any topic which would describe trees in this form.

I imagine a forest as a bunch of trees on some landscape. 3D trees. Like in real forest, there is a lot of them, that many, that when you look up, you will rarely see the sky through a branches.
How to model a tree:
I have been examining the way how are trees done in other games and i have found out that bigger branches are 3D and all leaves together with smaller branches are part of 2D surfaces attached to the 3D branches. We can subdivide these surfaces for few triangles and model them so that it will never happen that the leaves surfaces disappear at some angles. Examine real trees, if you are not sure on what angle and how attach the surfaces and then how to model them after subdividing. The trees may not be symetric constructions, as this doesn\'t happen in nature almost at all. The 2D surfaces, should not cross each other like they do in PS currently, because at closer examination the leaves and branches doesn\'t look right, like cut in half.
Forest
The less triangles, the better, but with the above description and some more comlex trees, the triangle count is often 150-200. It\'s a lot if we are going to put very many trees near each other. That is why we should focus on simple trees. How many branches has a tree in a dark forest? Only a few at its top and so ony few leaves surfaces. If you put such tree alone, it will look weird. But if you put many similiar trees near each other, they will look just fine. More, their branches very close each other, will give illusion the trees are more complex than they really are.
Practic
People who have too low fps inside such forests, thanx to the adaptive distance, can set it properly. They will see less trees, but manage to go through it.
The leaves surfaces, shouldn\'t colide with mesh of character who go through forest. Simply because in real we can go through leaves coz they are elastic enough to let us through.

I hope this helps.

I\'m learning the whole way of doing trees for ps, coz of the reason we all know.
I know how to use blender and model such tree, but I don\'t know how to export it to proper cs format. I\'m stuck for quite a long time with that now.
I have been reading some tutorials, but none tell how to do it for a person who never did it! Most of them tell to get blend2cs exporter, export, then compile cs and viev the exported to cs file with use of it.
I heard there is a way to have the blend2cs part of blender, accessible through blender options. It is most likely matter of few files which need to be put inside blender directories, but i hava no idea where from get the files and where exactly put them.
I can\'t do any compiling at all, because i have no tools for it, and thus don\'t know how to use these. I\'m on Windows XP, so I think the above will work even if complited by someone else.

So, if there is anybody, who can help me. I have reed the stickies in Fan Art forum, but it didn\'t helped they way how i need.



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Wired_Crawler

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« Reply #7 on: December 08, 2005, 06:05:54 pm »
"Close the world, txEn eht nepO."

Induane

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« Reply #8 on: December 08, 2005, 07:28:41 pm »
Or PM me or join the URPS chatroom on http://plexus.shacknet.nu/ps/index.php (you may need to register).  I can help talk you through some of it.

Suno_Regin

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« Reply #9 on: December 08, 2005, 09:35:28 pm »
Wouldn\'t it be easier to just use the same mesh as you did for the few trees in the hills and just place them all around? You don\'t need to create new, perfectly textured trees or anything.

Nikodemus

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« Reply #10 on: December 09, 2005, 12:04:11 am »
Looks like you don\'t see forest often, Suno :P Anyway, the reason why people think about making new trees is, there are not enough of them. My personal reason is that i find current trees unnaturally ugly :P I think not only me.

And, Thank you for help Wired_Crawler and Induane, i will most likely visit your chatroom, it is after i do Wired_Crawler\'s guide in free time.



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GullyFoyle

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« Reply #11 on: December 09, 2005, 05:02:43 pm »
I would have to agree. The trees do need some work, and some variety. It wouldn\'t hurt to dress up some of the city spaces with some potted plants or the like. The colour design is a bit bland.

I do not mean this as a diss. I work in the animation business. One would think color design is simple. Believe me, it is NOT!