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Forester Pro v1.11 - New Leaf Mesh Editor

by Matthew Genge · 03/18/2013 (2:12 pm) · 12 comments

Forester Pro is a tree creator that can export collada format trees with embedded LODs, collision meshes and script files for Torque3D. Tree models created with Forester Pro import into the world editor seamlessly.

In our latest update, version 1.11, we've added a leaf mesh editor to Forester Pro to allow advanced optimization of tree models. Forester Pro comes with a range of leaf meshes designed to be transferable between tree models allowing you to create the widest possible range of trees. You can also import your own leaf meshes in Collada format to create your own custom models. To help optimize models for performance we've added a new leaf mesh editor. A quick tutorial on the leaf editor is on our Youtube channel:



Optimizing Leaf Meshes

Polycount is not the only important factor in optimizing tree meshes. Areas of alpha transparency on leaves are computationally expensive and reducing the amount of alpha transparency even at the expense of adding polys can result in better optimized models that impact FPS less. An example of an optimized leaf mesh created in the leaf editor is shown below.

www.hptware.co.uk/images/leafeditor.JPG

The Forester Pro leaf editor can create leaf meshes by drawing vertexes directly on textures in the UV editor and then creating a 3D mesh from the UV coordinates. In 3D view individual vertices can be can be moved and the shape of the leaf mesh altered. Normals can also be reversed if necessary. The leaf editor also allows you to independently edit UV coordinates.

Like the leaf meshes that come as standard with Forester Pro, custom leaf meshes can be selected in the leaf properties menu of tree templates and simply be added to tree models.

Forester Pro can be downloaded from our website and includes a free version with seven free tree types:
www.hptware.co.uk/forester.htm

If you already have Forester Pro the update can be downloaded here:
www.hptware.co.uk/downloads/foresterupdate111.zip

#2
03/18/2013 (4:15 pm)
Again, nice work on this Matthew. Any plans to add foliage packs, to go with your existing packs? In need of some. Mainly grass, weeds, vines.
#3
03/18/2013 (6:06 pm)
Cool stuff, Matthew. Cheers. :)
#4
03/18/2013 (8:06 pm)
When you got the forester pro, are you allowed to do anything with the output models that you want? Sell them, open source them or even make them public domain?
#5
03/19/2013 (5:46 am)
The leaf editor is also useful to make wind animations work better, the more vertices the smoother it can bend.
#6
03/19/2013 (6:50 am)
@Duion, good question I was thinking of redoing a few models I was going to make free with Forester (If I ever get around to it)
#7
03/19/2013 (6:51 am)
What's the best way to determine vertices versus transparency? Is it just trial and error or can it be calculated in some way?
#8
03/19/2013 (1:53 pm)
Hey guys,

Answers:

(1) We do have more packs on the way and they will include bushes and shrubs, but probably not grasses, they're simple enough to do.

(2) Models made with Forester Pro are royalty free, they belong to you. If you want to sell them feel free, shove them on TurboSquid and turn a profit. Technically the textures are on license to you so you can't copyright these (i.e. every registered user of Forester Pro has rights to use them on their models). Of course, you can always use your own custom textures, then you'll have assets that are entirely yours to do with what you wish, including give them away free.

(3) The optimization process is trial and error I'm afraid. We'll probably run some trials to give some guidelines. I've been led to believe that alpha transparency is a big hit on performance due to overdraw.



#9
03/19/2013 (4:24 pm)
So if I use my own textures everything is mine? That's good, thanks.

An other thing, is there any intention to use these evil texture sizes on the default textures that come with forester?
#10
03/20/2013 (2:36 pm)
Quote:
An other thing, is there any intention to use these evil texture sizes on the default textures that come with forester?
What?? *boggle*
#11
03/20/2013 (2:55 pm)
Textures that are not power of two, for example in the folder I have:

Cherry_Bark_diffuse.PNG : 929 x 1766 pixel
Brown_Bark_1_diffuse.PNG : 941 : 1335 pixel
Jungle_Bark_1_diffuse.png : 324 : 472 pixel

and so on...
#12
03/25/2013 (11:34 am)
Hi Duion,

Evil textures indeed. Torque3D can use non power of two textures, unlike say UDK, but you are right it should be better for performance to use power of two. The nature of tree trunks, however, means power of two textures are distorted and lose some fidelity as a result. We opted for best resolution rather than optimized since it is easy to resample them in any image editor, you won't need to change the script or model files.

Best,
Matt