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3 Dimensional Chat / trees and shrubery

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JoelJ
21
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Joined: 8th Sep 2003
Location: UTAH
Posted: 13th Nov 2003 02:46
i need to know how to make a nice looking tree with low poly.
i heard of someone saying that you could make a really low poly tree my using transparency or something, anyone know what im talking about?

Two words, moo.
deX
21
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Joined: 12th Nov 2003
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Posted: 13th Nov 2003 07:44 Edited at: 13th Nov 2003 07:46
create 2 planes that intersect at right angles.... load an image of a tree (png works best, and have the background behind the tree transparent) and then texture your 2 planes. works relatively ok... i rendered like 1500 trees like this at 15fps, and i only have a duron 700, geforce4 64mb, 356mb ram

they look really good till u get really close to them, then u can tell how theyre made.


-deX
Beta 1
21
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Posted: 13th Nov 2003 15:41
If you want to have loads of trees then using a 2 plain tree at a distance then switching to a proper model up close is a good trick - obviously the texture must look like the model though!
Genesis Rage
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Posted: 13th Nov 2003 21:34
or do like they do it in EverQuest... there is a small square base that extends upward to a point... then there are 2 plains that intersect at right angles that are textured with leafs...

total polys should be (10)

AlecM
22
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Location: Concord, MA
Posted: 13th Nov 2003 22:45
Total polycount on an EQ tree is 16 polys. Depending on how you look at the polycount it could also be 20 polys (planes are 2 sided)

Thats sort of an old method but it is nice an low poly. You can also model wooden part of the tree (simplified) and then do groups of planes for leaves. Bit higher poly though.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
JeroenNL
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Posted: 13th Nov 2003 23:54
I think modelling the wooden part and doing groups of planes for leaves is better by default. Still doesn't have to consume that many polys, right? If you do it this way, you could also animate some of the branches of the tree so that it looks like it is waving in the wind.

Does anyone have a goodlooking lowpoly model of a tree laying around?

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
JoelJ
21
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Location: UTAH
Posted: 14th Nov 2003 04:21
yes, anyone?

Two words, moo.
AlecM
22
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Location: Concord, MA
Posted: 14th Nov 2003 07:22
jeroenNL: Thats what i was saying. still its going to be something in the area of 80 polys if you want it to look nice. Not bad though. It really depends on whether or not you need to make a dense forest or just put a tree here or there.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
richardneail
22
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Location: United Kingdom
Posted: 14th Nov 2003 18:48
I now use the option of modelling the wood part and polys for the leaves, it gives a much better model and if done right isnt too expensive on polys.

I actually have a plugin for lightwave that grows the trees so you dont have to spend time modeling them.

I have traid many of the different ways and found this too be best if you are going to get close to the trees.

It all really depends on how close you are going to get to them to what you use.

Rich

You might never win but if you give in will you ever know ??????
richardneail
22
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Location: United Kingdom
Posted: 14th Nov 2003 18:49
If you want I can grow you a tree with UV maps that you can then texture yourself after.

Just let me know.

Rich

You might never win but if you give in will you ever know ??????
JoelJ
21
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Location: UTAH
Posted: 15th Nov 2003 19:50
will you do that for me? get me a few actually
you can post em here if you want or email them to [email protected]

Two words, moo.
Andy Igoe
22
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 15th Nov 2003 21:05
Quote: "Total polycount on an EQ tree is 16 polys. Depending on how you look at the polycount it could also be 20 polys (planes are 2 sided)"


Actually there's some pretty high poly tree's in EQ and they've used just about every method conceiveable as you wander around the game. In East Commonlands they're crude things, in Luclin their massive refresh rate hitting poly junkies. They have about as much uniformity as a group of cuban resistance fighters Which is one reason why it is a good game to look at if you want to know how to make trees for a game because there's so many types of tree modelling in use.

The reason it is a bad idea is because it will take you 2-3 years to see them all, cost you a fortune in subscription and expansion charges, and sap away your desire to program. Ask me how I know


God created the world in 7 days, but we're still waiting for the patch.
richardneail
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Location: United Kingdom
Posted: 16th Nov 2003 23:55
Hey,

Sorry for the late reply I forgot I posted on here !! LOL

Anyway yer sure I can do you a couple of trees and shrubs no problem.

Will sort them out this week.

Rich

You might never win but if you give in will you ever know ??????
JeroenNL
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Posted: 16th Nov 2003 23:58
@ Andy Igoe: euh, how do you know?

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
AlecM
22
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Location: Concord, MA
Posted: 17th Nov 2003 00:10
@andy. Ya your right. I was thinking of the trees in Gfay.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]

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