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Michael Betke

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Posts posted by Michael Betke

  1. There are some reasons why you want closed geometry.

     

    1. In CryEngine2 for example breakable trees only worked if you have a closed mesh. This is why the palm trees were breakble and not other trees with multiple branches. A palm is basically a bend cylinder. And the 2D leaf and brach textures are connected with an invisible cubic volume.

     

    2. Closed meshes are used for vegetation objects which are direct in players focus. So called "hero objects". More polygones, crisp textures, and mostly a unique UV texture without tiling. Like a big tree in a gloomy forest or so. A focus object. Its also used a lot in arch-viz where you have a fly-by a tree where polycount doesn't matter.

     

    3. Closed geometry is also used a lot if you use ZBrush for doing the trunk and branch and paint the texture in viewport and export the maps seamless. Basically for unique meshes which need to look awesome.

     

    In general you can add a seam on top of the branch and use pelt mapping to have it nicely unwrapped so it looks good. Projection mapping can be used if you make a CG only tree. If you stick the branches into each other you can allign the mostly cylindrical unwrap to make it a good transition.

    In Leadwerks I used vertex paint to cover seams or decals with floating geometry on a trunk. Like a Baobab african tree I had to do some time ago.

     

    Bottom line: Do unique trees if you want maximum visual fidelity and the player notices it. Do "common" trees with tiling textures for most kinds of projects where a player passes by quickly. Its still the most used technique around and less time consuming.

    In terms of performance a tiling texture with a slight overdraw is always faster as several unique trunk textures with more polygones and even some decals and vertex paint.

    • Upvote 1
  2. Nice topic, I used the Ivy stuff all few years again. ;)

    Lately in 2009 in a real-time project:

     

    transformator.jpg

     

    I had to do this small Ivy groings there which I did with the GW Ivy plugin: http://guruware.at/main/ivy/index.html

    Its the same like you use but integrated into 3dsmax.

     

    I also had to do a large fencing with grown ivy. Around 500m long. I solved it in two parts:

     

    A: Grow the ivy on my object (the transforamtor house as a unique object or at one fence which I used later modular)

    B: Bake the wood/roots to a texture. They are the most highpoly elements. I used the planes without modification.

    C: Now I had my baked root texture and my leaf planes which I used as a main model in realtime.

    D: For Lod1 I baked the original grown Ivy to a texture which switched in a certain distance. Like a Ivy-Billboard of the complete plant.

     

    For me it worked very well for the project. You can fine tune the leaves if you dupicate or delete some of them and use different material-ids. :)

  3. I have seperate objects but the export with arbuz tool itself doesn't work.

    I tried UU3D because its suggested here a lot. It works in some way but sometimes the mesh was really messed up after using the .GMF exporter. And textures are not on my model too...

     

    My next step is to check with the mesh a bit more. The main problem are meshes I get from architects, 3d stores or CAD. All stuff I model myself from scratch works lol.. ;)

     

    Isn't there a tutorial or anything about a functional export pipeline??

  4. I'm a little bit frustrated. I have a nice scene but Arbuz exporter doesn't export it or it takes forever...

    Now my approach is to export to .fbx and then use fbx2gmf.exe

     

    It works a bit...

     

    I think I do something wrong there maybe. All I get is a model which is way too large, has a smoothing over 90 degree (all edges are round) but I would prefer it to not have any smoothing at all.

    I also have absolutly no materials applied.

     

    My model is editable poly object, has no smoothing applied at all and one global material as a start. But even this basic stuff doesnt work. I export as FBX2009 in ASCII.

     

    Any suggestions, hints, tutorials, advises??? :)

  5. what do you mean with aliasing problem? If you "cut" your lines into the runway model and apply the lines as a multi-material all should be smooth. I used it a lot last year.

     

    LOD is for geometry reduction in first case. Your mipmaps reduce the texture load. You could also use other material on your LOD model. Like only a diffuse so the normal/spec isnt rendered when viewing from a distance.

     

    But I think Leadwerks loads all textures at once so I dont see a benefit. Newer engines are streaming which means only the textures in camera view are loaded as far as i know.

  6. You could just place the lines as splines in your 3d app, and "shapemerge" (compund object) the lines into your runway terrain model. it will generate more tris of course but you have no zfighting and you need no alphamap. the engine can deal good with high polycount so it doesnt matter a lot.

  7. I like this front view but if I look at a 45degree ortho-view it looks to wired to my eye. I work all the time with perspective view in 3d.

     

    I think ortho is more used at Ingeneering and not games. ZBRush got perspective view a few releases ago because people demanded it.

     

    So I vote for: Perspective. :)

  8. As we all know there is no normalmapping effect in shadows where only ambient light is used.

    It makes a interiour room looking very flat usually so I'm looking for a solution there.

     

    Best would be - with my minimal knowledge - to have some kind of point light without a falloff and shadowing where I can set to a low value to make the normalmaps appear. Some kind of Cube-Light.

    So my question:

     

    1. Is it possible with .lua?

    2. Can someone modify me a point light to get this effect? :)

  9. Christmas is coming. So it’s time for another sale at Pure3d Visualizations. Until the next two weeks you can get 35% on all products on the shop.

     

    Just enter PURE3D-XMAS-35 during checkout to get one of the 50 discount vouchers.

     

     

    Also note the new but growing section of special real-time optimized furniture models from several famous manufacturers over the world. They are highly optimized, come in different model formats with 2048px textures and have an extra lightmap channel if you prefer baked lighting solutions in your interiors. Use this high-quality furniture if you work with GPU rendering like iRay, Octane or real-time applications like Lumion, Twinmotion or any other engine where performance and low resource usage is needed for fast frames or render-times.

     

    real-time-furniture.jpg

     

    The library will be extended and feedback on new models is also appreciated.

     

    Link: http://shop.pure3d.de/14-real-time-furniture

  10. I'm looking back and forth for two things I once gathered here in the forums but they must be gone with the "large blackout". I had them on my HDD but seem to deleted them after switching drives or so.

     

    First was a very good GI-Shader which was around here including code and such. I even converted the famous Sponza Atrium to use it with. Does someone have this shader still and please can sent it to my mail or upload here again??

    I have a screenshot on my facebook site: 68594_10150106037370579_334943680578_7490060_987488_n.jpg with it too.

     

    Second thing was a thread about extended directional light with large shadow maps for 4096 and even 8192px. I can't find it too and need it for movie rendering. Please the same here: I really need it.

    Maybe someone even can do it in a quick way with .lua or so. :)

     

     

    I hope you guys can help here.

  11. index.php?app=downloads&module=display&section=screenshot&id=249

    File Name: 20 Ground plant and foliage models

    File Submitter: Michael Betke

    File Submitted: 05 Aug 2011

    File Category: Models

    Triangles: 80-500

    LOD Versions: Yes

     

    This Pure3d model packs delivers 20 high quality digital bushes, grass, foliage, fern and other wide spread specimen models which cover your grounds in your projects.

     

    You get:

     


    •  
    • Lots of different specimen
    • Custom photographed textures with material setup
    • Game-ready content which can be used out of the box
    • Model formats: Leadwerks game-ready
    • Texture formats: .dds

     

     

     

     

    Catalog (.pdf): http://shop.pure3d.de/attachment.php?id_attachment=5

     

    Click here to download this file

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