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Yes I have had this app a while now and it is a good source for trees, they do need some work to get right for use in LE but UU3D takes care of most of the things needed.

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Guest Red Ocktober

yes... from the wizards who brought us Gile...

 

question... those trees... do the branches move in LW just like they do in the Tree[d] editor...

 

 

--Mike

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yes... from the wizards who brought us Gile...

 

question... those trees... do the branches move in LW just like they do in the Tree[d] editor...

 

 

--Mike

 

 

 

As far as I know .. no. Just set the sway shader on the leaf material.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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Actually I think it does export the anim to .x but it was B3D format that it did not.. been a while since I used it :unsure:

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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I really like treed but had some troubles. :unsure:

 

1. Didn't know about .x and .b3d format....google had some problems finding help too.

2. Found a .b3d maxscript but it's importing toally messed up into max2010.

 

So I would like to give it a try again but have not a good point where to start and solve my issues.

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

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I really like treed but had some troubles. :unsure:

 

1. Didn't know about .x and .b3d format....google had some problems finding help too.

2. Found a .b3d maxscript but it's importing toally messed up into max2010.

 

So I would like to give it a try again but have not a good point where to start and solve my issues.

 

 

 

I simply did all the required work on them in UU3D, I don't have max, but I thought it could import .x?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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How many triangles are those trees?

 

 

Well the default palm tree says 1287 tris:

 

post-12-12595238615652_thumb.jpg

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

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BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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The triangle counts in that program seem astronomical.

 

Yes I agree, although the palm default was actually lower than the 1900'ish tris for the palm in previous versions of the SDK. You can drop the tris down for the other "styles" but they still seemed high.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Yes they are quite heavy on triscount. But if you have a nice eye-candy spot in your level (like a clearing in a forest or such) it's likely you need some good looking unique trees. I think this app can support an artist. Some manual poly-reduction could done in a 3d app too.

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

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agreed with Pure³D..

use its lowest poly count (just remove leafs and add cross horiz. and vert. geomerty) and also there is many ways to decrease triangle counts. it would be very useful for those people who they can not create good trees (like me :) )

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I used the older version for some time and the results are needed some good amount of "cleaning up" afterwards. :blink:

I like to build my trees from scratch tbh. because of the more control in vertex count. Still using tree[d] for

extracting the textured plain X since these are a pain to do by hand.

 

There are quit some tricky parts for normalmapped trees, so my workflow goes as :

 

build the tree trunk in silo/zbrush and UV texture those.

build the "leafcloud" OR "leafcross" with tree[d].

mix, scale, convert etc.

 

with leafcloud i mean this :

leafCloud2.png

 

a leafcross looks like this :

leafCross1.png

 

The leafcloud gets Uv textured onto a spiderweb or umbrella like mesh.

With using leafclouds i can extend the model assets because they are not part of the trunk model

(added independent within sandbox) and of thus i got the naked winter tree with a "summer" leafsets.

 

for the trunk i extract the plain ubersmooth normalmap from subdivided mesh and "convert" the "barktexture"

into a bumpmap -> mixing those with ORB (OpenRenderBump) since it holds the least amount of hassle.

 

I also once deformed the highpoly trunk ( in zbrush ) with the bumpmap but it wasnt worth the more work imo.

 

hth, JT

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You can create low poly trees in tree[d] by setting the leaf count to 0 and the branches to cross geometry.

 

But it will always produce trees looking like some sticks glued together IMO. The trunk bothers me especially, it's impossible to create a trunk even remotely round.

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