Dead Tree Model

Started by j meyer, January 11, 2010, 10:29:48 AM

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j meyer

mhaze - if it was in obj format you would most likely get other problems,
            because it's uv-mapped on a low level(2 or 3 thousand polys) and
            the actual model is on a higher level (804 000 polys appr.)and
            without ZBrush it would be hard to reconstruct.There are other
            ways of course,but too much of a hassle methinks.

Walli - i think i have tried that already,before and after the parts shader,
          also before and after the default shader,with and without surface
          layer,but no success.In case you meant something else,please
          let me know.

I would like to upload it at Terragen.org,but i need some info about the
procedure,so Oshyan or o_b please help me out(or whoever is competent).

To all - if there are any more suggestions as to different versions feel
           free to drop me a line here,so i can decide if most of you want
           it like it is now or without uv-mapping or what.

Thanks for your interest,J.

otakar

For the variations, I was thinking of shape. Same kind of tree, but just shaped differently (leaning, different branching), so that you could have a believable population of dead trees. Looking forward to seeing it on terragen.org...

Oshyan

To upload to Terragen.org you just need to register an account and then make at least 1 post in the forums. After that you should have upload permissions. Just click the Upload button in the Downloads area.

- Oshyan

Dune

You could (I experimented with other models, and use this method to diversify colors in a population) project an image map using a camera pointing at the tree. Worth a try, but a little more cumbersome, than just some fractals.

---Dune

mhaze

If its in obj format its relatively easy to create ones own UV maps of models and texture them that way. I've not yet tried importing ZBrush models but one can paint a texture on the tree in ZBrush and export it as a seperate map.

Mick

j meyer

mhaze - "but one can paint a texture on the tree in ZBrush and export it as a seperate map."
             That's what i did actually. ;)
             So you want to take an 800 000 poly mesh and unwrap it?

Dune - Nanook,no,no-oh.(wrong thread,i know) not me,man,way too cumbersome for me.
          Found another way to get a little variation in TG and for myself i can always paint
          another version in ZBrush. ;)


Oshyan - Thanks for the info.I tried to register 2 hours ago and it seemed ok,but i'm still
              waiting for the registration e-mail.Is that within normal parameters?
             I'd guess no,so again any help would be appreciated.

inkydigit

if you can get me to the file i will upload at ashundar/terragen org for you?

j meyer

Thanks inky,but unless i can email a 77mb zip to you i don't know how we
could manage that.


j meyer

No, nothing like that,no need to usually.

btw
otakar - can't promise anything.

Oshyan

I have manually activated your account. Normally you would receive the activation email quite quickly.

Let me know if you have any other problems.

- Oshyan

mhaze

800,000 polys is not a problem!!!!!

j meyer

Thank you very much again Oshyan!

The zip is uploaded,but it's still under administrative revision,apparently.
I'll post a link in the file sharing section when done.

mhaze - even if that's no problem there is the problem of the sculpted detail
            (the little cracks and grooves) not matching your desired texture.
            So here's what i'd be willing to do: i could send you the low poly
            version without UVs and you make your unwrap and add your texture
            and send it back to me and i will reproject the high poly version
            without the cracks and stuff onto the new version.I could even do
            some detailing based on your texture.How about that?

mhaze

#28
I'll have a go

But if it's modelled in ZBrush why not simply paint the texture in ZBush and let ZBrush make the UV map?