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General => Terragen Discussion => Topic started by: MGebhart on June 07, 2010, 11:09:36 PM

Title: ProTrees Alpha Preview
Post by: MGebhart on June 07, 2010, 11:09:36 PM
Xfrog R.I.P.

This is an Alpha preview to show you what's coming available for ProTrees. This sample illustrates the unique and diverse range of the Trunk and Branch components. Each Main Branch and Child Branches are completely modeled individually.

Full from Scratch Modeling
Smooth Trunk to Branch Transition
High Resolution Non-repeating textures 1280 x 1280
High  Resolution Non-repeating Displacement Maps 1280 x 1280
High  Resolution Non-repeating Specular Maps 1280 x 1280


I'm hoping to have a Beta Release by July 2010.

Title: Re: ProTrees Alpha Preview
Post by: Oshyan on June 07, 2010, 11:15:15 PM
That looks quite good. So are you just modeling this by hand in e.g. 3DS Max?

- Oshyan
Title: Re: ProTrees Alpha Preview
Post by: Kadri on June 07, 2010, 11:19:12 PM
Looks promising Marc  :)
There are some blurring on the texture (ı know it is only a WIP) ?

Title: Re: ProTrees Alpha Preview
Post by: MGebhart on June 07, 2010, 11:24:41 PM
All base mesh modeling is created in MAX 2010. All Sculpting Detail, PolyPainting and Normal Maps created in ZBrush 3.5r2. The Final Map output is run through CrazyBump.

The process is a lot slower doing it this way however, the final results will out shine anything I can produce in Xfrog.

@Kadri:

This is actually normal for this species of tree. I know it seems strange but there is absolute no smearing do to proper UV layout.

NOTE: Oops, you said blurring. This has yet been run through final map output.

Here is an early version in MAX.

Title: Re: ProTrees Alpha Preview
Post by: Kadri on June 08, 2010, 12:27:31 AM

Do you aim for a close render proof object , Marc ?
Title: Re: ProTrees Alpha Preview
Post by: MGebhart on June 08, 2010, 12:38:10 AM
Absolutely. I am a lot further than the last image post however, I will not reveal a preview until I have it to the point where I start adding leaves.

The high def tree used for sculpting will be around 2.5 million polys.
Title: Re: ProTrees Alpha Preview
Post by: Kadri on June 08, 2010, 12:56:30 AM
Thanks ! Good news ! May it be easy , Marc :)
Title: Re: ProTrees Alpha Preview
Post by: domdib on June 08, 2010, 04:57:58 AM
Fantastic bark. If the leaves are as good...wow!
Title: Re: ProTrees Alpha Preview
Post by: Zairyn Arsyn on June 08, 2010, 09:26:49 AM
Awesomeness
Marc, this looks really good, promising :) - I'm looking forward to when these are released.

i'm glad your trees have their geometry connected together with the trunk & the branches, Xfrog trees never had that, and it always bothered me a little bit. not realistic.

2.5 million polys...... :o
Title: Re: ProTrees Alpha Preview
Post by: Henry Blewer on June 08, 2010, 10:34:08 AM
The branch detail is really nice. This would be wonderful for close ups.
Title: Re: ProTrees Alpha Preview
Post by: domdib on June 08, 2010, 10:40:05 AM
One question Marc - isn't making all the tiny sub-branches and twigs going to be extremely time consuming? I assume that's the sort of thing that Xfrog handles semi-automatically. Excuse my ignorance if this is a dumb question.
Title: Re: ProTrees Alpha Preview
Post by: Walli on June 08, 2010, 11:11:16 AM
looks nice!
But does it work with displacements?
I have done several such trees (like here Morning Dew (http://www.wallis-eck.de/2009/wp-content/gallery/wallis-eck/morning_dew.jpg)) manually and I also tried tools like DPIT, Treesdesigner, Houdini L-Systems and all share the same problem - no matter how the UV´s are laid out, you get seams as soon as you want to make use of displacement. Thats by the way the reason why still many tools don´t offer fillets.

Looking forward to see some more renders, looks promising!

best,
Walli
Title: Re: ProTrees Alpha Preview
Post by: MGebhart on June 08, 2010, 12:02:25 PM
@domdib,

Yes it's very time consuming. The small branches and leaves are created by using an array function and instructing the array function on how many copies you want, location on the xyz plus rotation information. It's a good starting point but there is still some adjusting that takes place.

NOTE: You can also use particle systems and then bake them when your done.