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Omita
04-29-2003, 02:51 AM
[Updated: Image 8.28.2005, I re-added the original image from my post at a users request. And I also updated the post bellow.]
http://www.omita.com/Forums/Boards/tree_wip.jpg
Umm... I'm new to realtime tree's. So any advice would be great.

This first attempt is using Shells... 35 shells in this tree so the tree can have as few as 136 polys, however it doesn't have as nice of a shape.

-Omita

http://boards.omita.com/tree_wip.jpg

[Updated: 8/28/2005:]

Here is one of the later versions I created. I added a few more triangles just for detail. Depending on your resources this style is still very effective. Basically, the next level would be to make the basic tree and larger branches and use shells for the smaller branches.

So, bellow you can see the texture. This case was hand shot using a NikonD100, Manual Focus helps. But you want a nice really over cast day or a nice blue sky to easily mask your photo, and then do some Photoshop work to clean up the colors and usually clone some branches. I usually try to take a photo of a loan branch that is sticking out.

So here are the basic steps.

1. Cleaning up the texture and making a nice alpha channel

2. Actually put the transparency data on a "alpha channel" (I am not sure what CS2 does...but I often just use the TGA exporter from Photoshop 6 or 7. You'll see why.)

3. Copy your color layer and Gaussian Blur the image a couple times then I usually duplicate the blurred image an flatten them.

4. Then take the original clean texture and have it infront of the blurry version, but the blurry versions should extend the color data past the alpha.

5. Last of all, take the average color for the leaves and make that a background layer behind everything and your done.

So... if you are wondering why? Here's the answer. Things have changed a lot and this is very engine specific but... you are trying to make sure that your image doesn't MIP map poorly. If you don't have over lap when your texture is drawn at lower resolutions you will often get a white edge on your texture. The can look really nasty if the tree is far away. Obviously, is you are a wiz at painting you can do this process by hand, but time is money and it's just the end result that matter.

If you can animate the hulls and have proper sorting these tree’s can look really good, especially at a little distance.

Last of all... one of the biggest flaws about tree's like this are they can be sorting nightmares. Some engines are better then other when it comes to sorting. If you are sorting on a triangle level or even pixel level you are going to be in pretty good shape. If you have to hand sort or rely on per-object sorting then you might get some weird over lap.

Oh... I don't have a texture on the trunk... so adding a trunk texture can help a lot. And you can easily fake the shadow with a shadow texture (shadow maps)... :)



http://boards.omita.com/tree_wip2.jpg

Kalel06
04-29-2003, 03:25 AM
That's one impresive low poly tree there. A bit on the heavy side with the polycount (I'm no expert making low poly trees but it does seem like a lot). LOD always helps with that though so it's ok.

(Contradictary aren't I)

Excellent work my friend! :thumbsup:

TheKronic
04-29-2003, 03:58 AM
Great work!

Gibbz
04-29-2003, 04:01 AM
hey thats nice!, any chance we can get a tut on how u did the leaves in photshop? or jsut a image of the skin?

Thanks

goodlag
04-29-2003, 04:50 AM
look great!

i love it :drool:

Omita
04-29-2003, 07:46 AM
I could do a tutorial on Photoshop tree texture making but most of the image was photo sourced. Then I took the best image I had and masked out the sky. The hardest part was getting a good photo of a tree. Ultimately you want a perfectly clear day with some random clouds.

If you use Maya you can use PaintFX to make some nice branches.

The other trick I'm working on is make a high poly tree and then take a screen shot with Alpha layer for the texture of the low poly version.

Over all I am doing a lot of R&D on making real-time trees. I still want to make a pine, a willow...

Once I feel like I know something to share I'll post something.

-Omita

jfalconer
04-29-2003, 07:52 AM
yeah, thats an excellent tree. I would say a little high on the polys, but it certainly looks nice.

You seem to have found the right track for making that ever elusive, beautiful and leafy lowpoly tree....

Omita
04-29-2003, 08:46 AM
Ok... I made a 871 Poly version. Which is good enough for me. Ok... I'm onto my next tree.

-Omita

EricChadwick
04-29-2003, 01:43 PM
Good tree.

I find it's generally better to shoot photo reference on an overcast day. Then I can avoid directional light from the sun. It also helps in making the alpha, since the contrast is less between the leaves and the sky, so I can avoid the bloom of overexposure or the noisiness of underexposure.

But having said that, using a high-poly tree as a source is better, since I can derive accurate bump, specular, alpha, etc.

illOgic
04-29-2003, 03:27 PM
that is really amazing. very very nice. :)

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