Game Development Community

dev|Pro Game Development Curriculum

Seasonal Forest Models

by Proto · 02/26/2007 (6:36 pm) · 6 comments

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.

#1
02/27/2007 (10:52 pm)
Sounds exciting!

The scripted effects would look nice.
#2
02/27/2007 (11:38 pm)
So.. where are the pictures? no blog is complete without.. pictures.
#3
03/04/2007 (4:18 pm)
Progress update. I've used Vue Infinite's plant editor and Lightwave to make my base models. The meshes require a bit of optimisation after export but I've found they are a good start to get some organic looking structures.

i48.photobucket.com/albums/f224/gogo_racer_monkey/GG/Autumn2_grab.jpg
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.
#4
03/18/2007 (9:19 pm)
Progress update #2. Kinda going for a New Zealand feel with this one.

i48.photobucket.com/albums/f224/gogo_racer_monkey/GG/screenGrabs_lo.jpg
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.
#5
03/18/2007 (9:30 pm)
I've worked out a nice workflow for model detail management using Lightwave's subdivisions. Basically, I create my model using subpatched quadrangles, and when imported into Layout I duplicate the model layers to create multiple LoDs, using a different display subpatch level for each object. That way one set of geometry has a nice scaling amount of polygons to fill in the curves and I'm not limited to how many LoDs I can make with the one mesh. Nice one Newtek! :-)

i48.photobucket.com/albums/f224/gogo_racer_monkey/GG/treeModel.jpg
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.
#6
02/20/2008 (2:54 pm)
This sounds promising. Would love to see how you progress with this!

-Sparkling
http://www.visionsgame.com