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Seasonal Forest Models
Seasonal Forest Models
| Name: | Proto | |
|---|---|---|
| Date Posted: | Feb 27, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Proto |
Blog post
I'm working on tree and ground cover models suitable for a forest population. My first research plan includes 4 seasonal texture variations (Spring, Summer, Autumn, Winter) for each large model. I estimate that 3 form variations will be required for each species, and a minimum of three species will (along with mission object transformations) give a desirable population diversity.
I'm aiming for a minimum of 100 polys to a maximum of 1,000 polys per large model. My preferred content creation tool is Lightwave.
I aim to have this first research unit completed by the end of March.
After completion of this unit there is potential for extending my research to include one of two additional objectives:
- Scripted seasonal variations for the forest including particles, animations and environmental effects; or
- Design a modelling workflow to facilitate efficient management of mesh resolutions (i.e. one model master for very high and low poly). Report on the effectiveness of batch texture down-sampling / dynamic subdivision modelling techniques on asset creation speed, flexibility and hardware dependancies.
I'm aiming for a minimum of 100 polys to a maximum of 1,000 polys per large model. My preferred content creation tool is Lightwave.
I aim to have this first research unit completed by the end of March.
After completion of this unit there is potential for extending my research to include one of two additional objectives:
- Scripted seasonal variations for the forest including particles, animations and environmental effects; or
- Design a modelling workflow to facilitate efficient management of mesh resolutions (i.e. one model master for very high and low poly). Report on the effectiveness of batch texture down-sampling / dynamic subdivision modelling techniques on asset creation speed, flexibility and hardware dependancies.
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Submit your own resources!| Edward Smith (Feb 28, 2007 at 06:52 GMT) Resource Rating: 5 |
The scripted effects would look nice.
| Ramen-sama (Feb 28, 2007 at 07:38 GMT) |
| Proto (Mar 05, 2007 at 00:18 GMT) |

Stuff I'm happy with:
-The tree looks ok from most angles, from below and above.
-The two tree form variations I have range from 100 (simple trunk) to 250 (complex trunk) polygons.
Stuff I'm not yet happy with:
- There's one angle in particular that is prone to flat leaf polygons.
- The illustrative textures need to be replaced with photographic ones. I'm going on a photographic expedition later this week and plan to integrate the results soon after.
Edited on Mar 05, 2007 00:20 GMT
| Proto (Mar 19, 2007 at 04:19 GMT) |

The forest population is up to a few thousand trees using the shape replicator and quite a few bushes using the foilage replicator, and I'm pleased that it is rendering well @800x600 pixels.
The tree model I've worked on has 4 detail levels including a billboard. I'm pretty happy with the balance of low polygon distance rendering and the high polygon close-ups.
| Proto (Mar 19, 2007 at 04:30 GMT) |

The textures were taken with my digital camera walking around a tree reserve. I found that taking pics of protruding branches against a blue sky meant that I could use a colour dropout to clearcut the branches in Photoshop. It took a bit of fiddling to get the process right without leaving halos on the transparencies but I'm sure I'll be grateful for that time saving technique when I make my seasonal texture variations.
Edited on Mar 19, 2007 05:38 GMT
| Sparkling (Feb 20, 2008 at 22:54 GMT) |
-Sparkling
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