Quote:
Originally Posted by maantas
ok, if anyone still reads thuse old posts,
i finished my thesis and start to post bits and peaces of to my blog.
I would realy aprishiate coments from users of vue xfog <snip> mantas
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Hiya Mantas.
Nice work. I'm not a Vue user at present and most everything I'm doing with trees involves texturing techniques with standard objects (cylinders, planes, etc) and deformed meshes for realtime 3D space. I just have no experience with higher poly counts like you guys are doing. I have seen some amazing stuff though, and I'm excited by the potentials I've encountered, rudimentary forms though they are.
One of my oldest customers in France recently moved to the PS version of my main product and quickly posted a Vue tutorial on a texturing technique called
Texturing for 3D Trees. It's pretty cool and translates to most any mainstream 3D application. I work in 3D where bandwidth is critical. So, it's mostly too heavy an approach for me, at least with small trees, but I've done something similar with larger trees however.
Then there's grasses, which I'm exploring now. Some of the fields tests are really quite interesting, using mixes of different wild grasses as a horizontally seamless tile. Low poly count and very nice effects as seen below (midday, sunrise and sunset). These are little 256x 512 reductions from larger screen captures, but you get the idea. The textures are 512s reduced from 2000 to 3000 pix originals. So, high rez textures are easier.
To offer an opinion about your larger question, and I don't use tree generators, I think deformed meshs have great potential, so long as you know how to approach texture creation and have the tools to make those textures possible going in. Baking the textures can add a lot too. My two cents anyway.
Dennis
DigArts
http://www.gardenhose.com