Hi folks,
I'm getting back in the tree building business. Here is a quick sample about 50% complete.
Let me know what you think. This was created with SpeedTree which I purchased recently.
Marc
Tu as fais avec la version evaluation ou tu l'as acheter ?
Wow! Looks Great!
gald your back/getting back to tree making
looks great! good detailing.
it would fit in well with a swamp, a dark one ;)
Ceci est une version achetée. Le eval a tout manque cinquième poly.
ah, ok. :D Je me l'achèterai plus tard aussi. ^^
hey that's great to hear Marc. That tree looks amazing btw.
great tree indeed...very nice!
I have not seen any Spanish moss in a long time. The tree looks wonderful. I am not sure about some of the moss clumps, they seem a bit flat. But like I said I have not seen any in years. My Grandmother used to pull it down off her trees.
I'll purchase these for sure! :o I have trees in my back yard with Spanish Moss (a parasite) in them, now that I live on the east coast of North Carolina. I kinda like it, if a piece falls or blows out I just hang it on another tree. :D
Thanks all.
I'll be making a few free ones until I get the work flow down. It's rather a complicated piece of software. It is mainly used in the gaming industry for low poly trees however, I will up the detail a little to enhance the renderings in Terragen.
it's looks that SpeedTree are dealing very well with UV's.
Do you copy that ?
nice tree by the way.
The first one is a complete fantasy tree or something really existing ?
That's a neat offer, Marc. Good that you are back. These trees/plants look awfully nice, but the mossed tree must be very heavy on polys.
Holy crap! They're very impressive!
Love the tree shape and trunk. Superb!
Great to see you back Marc!
Looks good so far, looking forward to see the final trees :)
Cheers,
Martin
Great work on that first tree Marc; and, glad to see you back. I always like a buttress base on trees with knarly branches giving the plant a look of great age.
Here is a sample of a Cyprus
WANT! 8)
looks awesome to me, even if it is'nt final.
the moss is adds a lot more realism to the tree.
This software was used in Avatar then brought into Max and Maya. It is expensive and i am surprised you can afford it. It seems even better then X-Frog in many ways. I like that fact that you can draw procedural elements of each part of the flora to get exactly what you want which is what Cameron was looking for when ILM needed to design specific trees for his Pandora forests.
Very nice work.
Quote from: ChrisC on August 08, 2011, 04:36:15 PM
This software was used in Avatar then brought into Max and Maya. It is expensive and i am surprised you can afford it. It seems even better then X-Frog in many ways. I like that fact that you can draw procedural elements of each part of the flora to get exactly what you want which is what Cameron was looking for when ILM needed to design specific trees for his Pandora forests.
I got the studio version which is not as expensive. The Cinema version would have bankrupted me. The cinema version has the complete library of trees and grasses but, since I'm building everything from scratch I don't need it. Also, my wife would have shot me. :-)
Quote from: MGebhart on August 08, 2011, 05:29:00 PM
Quote from: ChrisC on August 08, 2011, 04:36:15 PM
This software was used in Avatar then brought into Max and Maya. It is expensive and i am surprised you can afford it. It seems even better then X-Frog in many ways. I like that fact that you can draw procedural elements of each part of the flora to get exactly what you want which is what Cameron was looking for when ILM needed to design specific trees for his Pandora forests.
I got the studio version which is not as expensive. The Cinema version would have bankrupted me. The cinema version has the complete library of trees and grasses but, since I'm building everything from scratch I don't need it. Also, my wife would have shot me. :-)
Ah, i had little chance to see the other versions so that is good to know. :)
Wow that is one impressive tree. Looking forward for the final versions!
Nice, Marc. Cool to see you back around these parts!
I've checked out Speedtree and I was tempted to download the demo but I decided against it, even if I liked it(which I imagine I would, very cool looking software) it's just too far out of my reach at the moment to get the full version after it expires and that's put me off for the while.
I think your poly counts can be much higher, especially now that we have 64 bit support in TG2. 100,000 polys for a high quality tree is actually moderate-to-low. A million is not unheard of for "hero" trees. I suggest making highest quality available, maybe along with some medium-to-lower poly options of the same models. High poly/quality objects are the biggest thing missing from existing vendors.
- Oshyan
bla bla 2: Thank you for your comments.
SwissAdA: Thank you very much. I'm glad you like it.
Zaai999: Thanks a ton. It's nice too be back to this great community
reck: Thank you. I have been checking out some of your work. Nice job.
Inkydigit: I can always count on you for a nice comment. Thank you.
Henry: Yes, the moss looks lame. I will work on that. Thanks for all your help on the tree project.
Buzzzzz1: Thank you for your support. I'll try not to let you down. :-)
ndeewolfwood: Yes, it creates the uv's well. The big problem is it's designed for games dev so, I have to do some work arounds in places.
Dune: Thank you sir. Actually the poly count is very low due to the way it handles displacements. I can really pop these puppy's up in poly count and still have Terragen love it.
EoinArmstrong: Holy crap, Batman! I'm very happy you like it. Thanks.
Otakar: Thank you very much. I hope to improve the look as I move forward.
Martin: Good to hear from you. Thank you a lot.
Bob: Been a long time. I have to say some of your recent renderings ROCK.
ChrisC: Thanks for the info on Cameron. Pretty cool stuff. Thank you.
Hetzen: Thank you for viewing.
Freelancah: Good to hear from you. Thanks.
DandelO: The demo has every fifth poly missing and you are right, after the thirty days you still have a lot to learn. CHACHING!
Oshyan: Hi and thanks. I plan on pumping these models up until Terragen explodes. Of course I will be thinking of the guys and dolls who may not have the horse power as well. Good to hear from you and keep up the excellent work.
Hee-hee!
THERE'S a reply!
Glad to see you, hope you hang around for a while again! :)
Yeah, don't go off now, hear!
very nice plants. like them a lot.
I also considered to purchase the studio version. Expensive, but within range (in contrast to the Cinema version). I like the combination of procedural modeling PLUS the option to work manually. Thats not easy to do with the other applications out there.
My reason not to buy was the EULA. Probably I understood that wrong, but I thought it is not allowed to distribute models, let it be for free or on a commercial base.
Walli,
Great to hear from you.
I use both SpeedTree and Maya 2011 to develop the trees. All textures are of my own creation.
A lot of the work is Maya related due to the nature of the SpeedTree software. It is designed for Game Dev for programs like Unreal game engine and others. Maya allows me to add edge loops and build in finer detail using the polygon modeling tools. When I have completed the tree it's difficult to tell where the object was created. SpeedTree is basically used to create the base mesh. The majority of development is done in Maya.
Here is a capture using a leaf cluster modeled in Maya. This is going to work out great. I will do all the texture and map creation in Zbrush.
This is about it. TTYL.
This looks very promising, can't wait to try it out. Afraid I'll just have to wait a few weeks though. Thanks for posting MGebhart.