3rd Party Models/Media Chat / Deciduous tree work begins..

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m2design
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Posted: 31st Dec 2017 01:03
Thinking there must be a way to improve on some trees for GG I have begun to tinker around...
Trying for deciduous trees that hopefully will not look like something from a dying forest. The screenshots show how a few trees that don't have a ridiculous impact on poly counts will look.

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Solar
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Posted: 31st Dec 2017 01:12
Those are some nice looking trees, m2design! Good work!
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Posted: 31st Dec 2017 03:48 Edited at: 1st Jan 2018 01:17
@Solar
Thanks for look.. & reply. I hope others will have an interest. GG includes a folder "Forest" that has some great fir/spruce trees that contain 1,300 to 1,700 polys (I think). My target poly count range is to stay below 1,500 for deciduous trees. I have added 1 more screen shot to my original post. The current trees I' m working at the moment average about 1,500.

They also seem to scale up and down well with out falling apart.



EDIT
Just added new screenshots

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m2design
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Posted: 1st Jan 2018 23:47 Edited at: 2nd Jan 2018 04:04
latest set of trees... Any thoughts?




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Earthling45
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Posted: 2nd Jan 2018 06:13
I think they look good but also that they could use some more variation between them in shape.
A tree is a majestic old friend which has seen its surrounding evolve over many decades.
Its broken branches and scars add to its beauty, they tell how he has withstood many storms.


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Posted: 2nd Jan 2018 14:08
Heh!! These are quite well made. I also like that little scene you put together. I used to do logging professionally and these sound effects took me right down memory lane.



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Posted: 2nd Jan 2018 20:50
@Earthling45
Right, I get it . I will spend time working on shape variations. The method behind my madness is to get variations in size is by the use of scale after the trees are inserted into the map, but I am taking another look at more variable shapes. Including more interesting trunk tree trunks.

@Wolf
Thanks for the reply and interest. To keep within my poly count target I am using a few illusionary tricks but may have to revise my methods just a little.
I also have past ties to the lumber/logging way of life. My first 18 years of existence were playing in the forest and experiencing life in a lumber town on the Oregon coast. Many fond memories.


1 more video before I get serious about more trees...

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Posted: 2nd Jan 2018 21:07
Trees are looking realy nice,and as usual your maps are great.love looking at your work.

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Posted: 2nd Jan 2018 21:58 Edited at: 2nd Jan 2018 22:10
@Dave
Thank you. This latest design adventure is so far, a real kick.

Just could not quit for the day, without one more quick video... Don't want to over extend my thread time here, but... oh what the heck.



The two trees on the left are new.

Does anyone have a clue as to why the attachment boxes in this thread do not show an image? If one clicks on the blank attachment box (with the "X") the thread will display the screenshot but nothing in the box. I must be doing something wrong but I don't know what it might be.

I don't remember ever having this problem before.

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GraPhiX
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Posted: 4th Jan 2018 19:25
Quote: "The two trees on the left are new.

Does anyone have a clue as to why the attachment boxes in this thread do not show an image? If one clicks on the blank attachment box (with the "X") the thread will display the screenshot but nothing in the box. I must be doing something wrong but I don't know what it might be.

I don't remember ever having this problem before."


Nice trees very nice

yes it was a forum fault which is now fixed nothing you were doing
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Posted: 4th Jan 2018 19:30 Edited at: 5th Jan 2018 20:40
GraPhix...

Thanks for the info about the screenshots.
Couldn't resist just one more

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m2design
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Posted: 5th Jan 2018 20:44 Edited at: 5th Jan 2018 20:46



allow me just one post following a previous post (I know it's frowned on)

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Teabone
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Posted: 8th Jan 2018 09:22
Very nice! The problem I've been having with the stock trees is its impossible to really make a dense looking forest or cluster of trees, simply because they are so bare.

With these you could really allude to a dense forest
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Posted: 8th Jan 2018 13:18
These trees are looking great.
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Posted: 9th Jan 2018 00:27
Thanks guys..
Just took a short walk thru the woods to expose a few faults that need work, but it's getting there.
I only used a couple of tree types from 24. Totally lazy on my part.




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Earthling45
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Posted: 9th Jan 2018 13:38
The ambiance is quite good, it looks really good.
m2design
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Posted: 10th Jan 2018 04:33 Edited at: 13th Jan 2018 00:37
A quick video update on progress...



Edit:


EDIT: 01/11/2018
EDIT: 01/12/2018

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TazMan
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Posted: 14th Jan 2018 13:37
I love these Trees, it is great how much variety in everything that we are getting.
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Posted: 14th Jan 2018 17:29
@m2design, you are making some nice trees, spot on . very nice. i like it a lot.

are you planning to share some or are they all going to the store. ?
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Posted: 14th Jan 2018 18:10
I will be happy to share, but with no other way to do that, I guess they will have to go into the store.
That being said, it will be a while...

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Posted: 14th Jan 2018 18:15
have you ever heard about a program called tree it.
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Posted: 14th Jan 2018 19:23 Edited at: 14th Jan 2018 19:26
@ PCSKILLER and others that have shown an interest...
I have looked at the software you mentioned. It will certainly create trees that are suitable for most situations but just not for me.
What I am striving for are images that give the illusion of a tree, not a photographic realistic tree image. I want to give the impression of the subject and let the brain fill in the details. More of a tree painting then a real tree. Tying to work within the confines of the GG software that has a few limits on reality.

See screen shot below of a couple of the latest small trees.

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m2design
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Posted: 15th Jan 2018 01:15
If I were interested in giving a couple of free trees to forum members (to see how they might work in their own maps) how would I proceed ? I have no interest, at this time in getting involved with the store process. That will come if and when I have trees that others think would be a true asset to GG.

"Free is the key word here"

I have included a screenshot of an example tree I would like use for this purpose. What is different about the trees? First the tree trunk shaft is the only real 3 dimensional object in the image, to save polys, all of the tree branches are just flat textured surfaces, thus as an example, if i need a tree structure to have 100 branches it only requires 100 poly's. There are no leaves attached to said branches only a floating umbrella of leaf textured flat surfaces. Im sure others have used this same bit of trickery. An accident of this procedure is the seemingly floating individule leaves at the umbrella edges, they appear to look natural with out connectins. The two trees in the screenshot take advantage of the GG editor function to scale and rotate to vary the scene.
I hope this proposal/post does not violate any forum guidlines. Suggestions are requested.

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Belidos
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Posted: 15th Jan 2018 11:19
Just zip it up and attach it to your post the same as you would a picture. I think there's a limit on size though, not sure how much.

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Posted: 15th Jan 2018 15:50
Another possibility is one which Lee mentioned to me last year is to use google drive.
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Posted: 15th Jan 2018 19:16
You can PM a link to the assets to whom you feel like to test for you.
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Posted: 15th Jan 2018 23:46
@Pirate Myke
I understand I can PM a link of any particular thread post to a user of my choice but I don't understand the form of the assets, are the assets in the form of a zip file somehow attached to a post? I don't see anything in the posting editor that allows me to attach a zip file, or are you talking about something else?

In the meantime...
I am posting a screenshot of a simple scene that illustrates how the trees can work in the landscape just using 2 trees.
Multiple insertions of just 2 trees at several different locations then changing size and shape using the scaling function in the editor.

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Pirate Myke
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Posted: 15th Jan 2018 23:54
you can zip them up and then post them on dropbox, google drive or which ever one you would like, then post a link in the PM to those assets.
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Posted: 16th Jan 2018 01:13 Edited at: 22nd Jan 2018 00:11
Thanks,
I will put Zip files of couple of them in my drop box. Then see who might be interested in an untested tree or 2...

Screenshot of some new leaves/small tree.
EDIT: 01/17/2018 added new tree
Edit: 01/21/2018 New screenshots

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m2design
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Posted: 24th Jan 2018 23:28 Edited at: 28th Jan 2018 22:48
One last walk through the trees. I now need to decide what to do with them, bag it or prep them for the store (free). I have been developing and testing the trees in the public preview and have not had any real problems (other then the reported saving hitches). Any and all comments are welcome.



Edit: 01/25/2018

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m2design
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Posted: 29th Jan 2018 17:39 Edited at: 4th Feb 2018 18:08
New Tree update...
Comments?


Edit 02/01/18: new attachment
Edit 02/02/18:Added attachment
Edit 02/04/18: added attachment .. New tree trunk with leaves and without. Any thoughts?

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m2design
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Posted: 4th Feb 2018 20:36
I have been working on trunk and limb rigging for more tree variations...


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m2design
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Posted: 6th Feb 2018 03:06 Edited at: 6th Feb 2018 15:31
The lack of comments on my effort to create a decent set of trees for use in GG leave me with the impression that i am just beating a dead horse. I get it..

Edit: Sorry just an over reaction to a down day.


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Posted: 6th Feb 2018 12:13
The trees look really nice and realistic They seem to be very fps friendly as well
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Posted: 6th Feb 2018 14:30
Quote: "The lack of comments on my effort to create a decent set of trees for use in GG leave me with the impression that i am just beating a dead horse. I get it.. "


No no, you have inspired me and maybe other members as well by starting this thread.

The trees look really good.
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Posted: 6th Feb 2018 15:37 Edited at: 6th Feb 2018 15:48
Sorry about the whine. I was having a depressing day ... better today.

I am in the process of scaling down the tree leaves, think they are just a little bit large. Also looking at variable tree/trunk skeletons and colors.

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Belidos
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Posted: 6th Feb 2018 16:05 Edited at: 6th Feb 2018 16:05
You get a lot more comments than some of my posts

Seriously though, as i said to Bod, with comments i wouldn't worry about it. People do appreciate what you do, but i wouldn't expect comments on everything you do, when you do as much as you do, it does get to the point where people will stop commenting, not because your work isn't appreciated, but because people feel fake if they keep praising people over and over, so they tend to praise one or two posts, then not bother because it feels awkward and stalkerish, at least that's my excuse and i'm gosh darned sticking to it!

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Posted: 6th Feb 2018 17:04
@Belidos

That is true, i understand, thanks. I wasn't looking for accolades, I was really thinking along the lines off constructive critique or suggestions. All is well, thanks

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Posted: 6th Feb 2018 21:54
Those new trees look great. Love the texture work on the trunks.
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Posted: 7th Feb 2018 21:38
@Landman
Thanks
The latest tree is 2,000 poly's, Right in my target range
Every time I think I'm about out of tree ideas and ready to wrap up and get ready to prepare things for the store, I find one more thing I need to try, Thus the latest...
Darn, I just thought of some thing else i want to try...


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Posted: 12th Feb 2018 19:17 Edited at: 12th Feb 2018 19:22
Just added tree... also new trunk skeleton




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Posted: 12th Feb 2018 20:49
that looks fantastic well done can you do dead trees ?
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Posted: 12th Feb 2018 22:01 Edited at: 15th Feb 2018 03:55
@GraPhiX

I don't think that should be a problem. All of my trees units have a trunk and branches as part of my assembly that is devoid of leaves. I will tinker with changing trunk texture and color. I'll take crack at it soon. In the previous thread of the new tree there is also a bare trunk and branches that I will start with.

Thanks for the look see...

Kind a quick dead tree.






EDIT 02/13/2018: Screenshots added

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m2design
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Posted: 16th Feb 2018 18:18 Edited at: 16th Feb 2018 22:52
Thought I would add a few dead/broken trees to the Tree library (these are limited pbr trees). I can't use the Apbr.basic.fx shader on trees that have foliage because of the lousy glow around the edges of the leaves. Preben had solved this problem in the past with his Tree.basic.fx shader which still works with non pbr images. Maybe some day he might take a look at the issue again.




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m2design
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Posted: 17th Feb 2018 22:40 Edited at: 18th Feb 2018 23:13
Testing out the public preview has allowed me to convert all of the tree models to pbr images. ALL of the elements in the image below are now pbr images with out the use of special software, meaning that I am still using all of my original pre-pbr dds files created in paint.net.




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GraPhiX
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Posted: 19th Feb 2018 09:45
awesome well done m2design when will these be ready ?
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Posted: 19th Feb 2018 17:37
@GraPhix
Thanks for the continued interest...
I have upwards of 25 trees under development. At one point I considered starting the process of making them store ready. I instead decided to see if I could convert the files to PBR. My initial efforts were successful (with some tweaks). I had gone down this road with out considering that the public preview edition is not real popular, yet and/or stable for many users.

To answer your question, I will continue preparing the PBR versions for the store but will not activate the files in the store until the public preview is updated to a more reliable/popular beta. I guess what I am saying is my schedule is dependent somewhat on lee's schedule... That's not a real date or answer is it?

Users running pre-DX11 versions of GG without the apbr effect shaders would have problems with PBR trees.
I put myself in a dumb situation because I did not retain copies of my non PBR tree files, so I must continue with the PBR track. I don't want to tackle the store thing more then once.

I f you or others have ideas/suggestions about my perceived dilemma, I am open to suggestions. Side point, I assume the requirement for additional DDs files for PBR will not impact the store submission zip file requirements, right?

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granada
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Posted: 19th Feb 2018 20:48
Very nice m2design you are fast becoming the tree master .

Dave
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GraPhiX
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Posted: 20th Feb 2018 10:48
Quote: "Users running pre-DX11 versions of GG without the apbr effect shaders would have problems with PBR trees.
I put myself in a dumb situation because I did not retain copies of my non PBR tree files, so I must continue with the PBR track. I don't want to tackle the store thing more then once.

I f you or others have ideas/suggestions about my perceived dilemma, I am open to suggestions. Side point, I assume the requirement for additional DDs files for PBR will not impact the store submission zip file requirements, right?"


it is very easy to convert from PBR to DNSI (DX11 - DX9) once you have created your PBR textures you can (or the end user can) rename:

_color to _D
_normal to _N
_gloss to _S

then in the FPE change apbr_basic.fx to entity_basic.fx

you could put a text file in with your models with those instructions.

I have uploaded a PBR asset to the store and it is quite straight forward there is an option to select that the item is PBR when you upload to the store, I selected that option but also put in the description that the asset is PBR.
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m2design
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Posted: 22nd Feb 2018 19:43
@GraPhiX
Thanks for the store advice. I purchased one of your pbr models (a little research there...) Looking good.

I can't seem to put this tree stuff to bed. Just a few more tweaks... in the process now of assigning proper tree species name to the various models.
Limiting tree to four species, Ash, Maple, Oak and Chestnut. Spring, summer and fall.

Windows 10 creator,64 bit| Intel i7-7700 @3.60GHZ Quad|CPU PASSMARK 10,794|Memory 16GB |NVIDIA GEFORCE GTX 1070|GPU PASSMARK 11,071

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