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

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GraPhiX
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Posted: 22nd Feb 2018 21:04
Quote: "Thanks for the store advice. I purchased one of your pbr models (a little research there...) Looking good."


aww thank you but if you wanted it for research you should have PM'd me I would have given you a voucher

well those trees look awesome I will definitely investing in them thank you for your hard work
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m2design
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Posted: 24th Feb 2018 23:47 Edited at: 25th Feb 2018 19:07
Getting close..
Beginning the process of creating a stage for displaying individual trees for the required showcase and thumbnail images.

Edit 02/25: added a building model to thumbnail image stage for scale.

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m2design
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Posted: 3rd Mar 2018 00:54
Make a few changes to dead trees. added 4 trees to the store. more later

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GraPhiX
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Posted: 3rd Mar 2018 13:36
Quote: "Make a few changes to dead trees. added 4 trees to the store. more later"


thank you purchased
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m2design
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Posted: 3rd Mar 2018 23:57
@ GraPhix
Thanks, I sure hope they suit your needs...
Just upload 3 more trees included in the Ash series One more of that group to go.
The complete library of trees will be about 24 trees. Once they are uploaded I will create a pack which just may continue to grow.

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m2design
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Posted: 8th Mar 2018 17:15
New walnut tree. I am trying out a new trunk image and texture process, also using small grouping of leaves to semi mask the always clumsy joints between 3d trunks and 3d limbs. The single surface branches remain the same to save poly counts plus they are more or less hidden into the main leaf cluster.

I have begun the slow process (for me anyway) of putting the trees into the store. Have 24 trees to load and then create a tree pack.

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GraPhiX
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Posted: 8th Mar 2018 17:16
Brilliant will keep my eye out for the pack thank you for these
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m2design
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Posted: 9th Mar 2018 01:04
While I was just stumbling around in the woods (make believe place) , I thought why not try a multi-color leaf tree, son of a gun my texture sheet allows me to do just that...

Not having the leaves attached to branches, but just as an umbrella/canopy of separate leaves I can get away with it, sort of ...

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m2design
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Posted: 11th Mar 2018 20:31
Off to the woods... I have 10-12 more trees to submit to the store and then I will create a tree pack. Should be finished by this time next week.


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granada
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Posted: 13th Mar 2018 11:12
Very nice m2design,you can never have enough variations of trees .good work on these .

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m2design
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Posted: 13th Mar 2018 21:02 Edited at: 15th Mar 2018 21:20
@ Dave thanks for the look and comment...

I have just finished the final addition of 4 trees to the store for a running total of 23. (see the screenshot)
I have 3 dead/dying trees left and then the creation of the tree pack. Then I will be finished

Edit: 3/14/2018 Will convert to a pack on the 15th. check out the latest screenshot.

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m2design
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Posted: 15th Mar 2018 23:47
The tree pack is in the store...

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GraPhiX
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Posted: 16th Mar 2018 07:58
excellent thank you purchased this morning

now I can finish my park
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m2design
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Posted: 16th Mar 2018 17:27
@ GraPhiX
I sure hope they do what you want...
I know how sometimes things that sound good can be a downer.
Maybe some time, when you have time, you might post a park image, would like to see what you're working on.

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GraPhiX
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Posted: 16th Mar 2018 17:32
yes I will once I have finished my Adventure Park Assets
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m2design
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Posted: 17th Mar 2018 00:34
You know what ... I'm thinking of doing a series of tree stumps and other support items for a forest. I think I will just keep adding items to this thread.
Got any thoughts?

Here is a screenshot of what I am a thinkin...

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granada
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Posted: 17th Mar 2018 10:14 Edited at: 17th Mar 2018 11:03
Good idea ,tree stumps -broken trees-fallen trees with there roots out of the ground-fallen branches. Sorry getting carried away .

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m2design
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Posted: 17th Mar 2018 17:22 Edited at: 21st Mar 2018 22:49
Hey.. Dave
I know what you mean. It's a little hard to stop. Guess it's time to get myself better organized and develop some more textures.

Update: I have started on a little forest clutter. (see the screenshot).
EDIT 03/19: Not wanting to step on others threads, for now I will try to update this thread post with out a new post. I don't want to be a pest just trying to keep those who are interested with current work.
I have attached a new screenshot illustrating the forest clutter I am working on.

update: 3/21/2018 video

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m2design
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Posted: 22nd Mar 2018 04:53 Edited at: 22nd Mar 2018 04:56
Stumps, saw, small axe, leaf piles...
uprooted stumps. Ideas/suggestions?


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OldFlak
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Posted: 22nd Mar 2018 08:33 Edited at: 22nd Mar 2018 08:38
Hi all

@m2design, how about decaying tree trunks

That last scene you posted looks real nice - great work!

Also, just curious if you have had any issues with light-mapping with these awesome trees of yours.

I started making some toon ones quite a while back, but the only way I could get them to work was by using entity_basic.fx instead of tree_basic.fx, otherwise they would always fall flat when I light-mapped them - lol.

Trouble is if I don't use tree_basic.fx then the leaves got a weird sky colour border around them. Couldn't work it out and it was holding up other work so figured I would come back to it another time - lol.

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m2design
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Posted: 22nd Mar 2018 17:19
@reliquia
I have included 2 screenshots 1 in realtime and the other prebaked (lightmapped- function key 2) I took a walk thru both and no trees fell down.
I need to empathize that I'm working in the public preview version of GG and all of my tree and tree related models require the fpe file to contain the apbr.tree.fx shader. I believe this shader includes the same fix for the original leaf ghost problem as does the tree_basic.fx shader included in the pre public preview gg version. I need to note that trying to use my trees in any pre-pp beta version will cause gg to fail. This is explaind in the store versions of the models.

The big difference between the two screenshots is the lightmapped one does not show cast shadows on the ground whereas the realtime does a much better job with shadows overall. (It took 2 minutes to prebake) I understand that lightmapping is not really working fully yet in the pp version.
I'm no expert when it comes to the falling tree problem you were having, but I think it has something to do with the static, isimmobile and collision settings in the your tree fpe files. Perhaps when the pubic preview version is release as current beta you might make another attempt with the cartoon trees.
I like your decaying stump suggestion and will see what I can do.

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OldFlak
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Posted: 22nd Mar 2018 22:35
@m2design, thanks for the info.
Yeah, in my attempts every tree was felled - lol. still have the Old DX9 version of GG to may play with the static settings see if that fixes it in that version.

While I have been mainly working on .x models, I am currently using the PP version only, so will have a go and see what happens. That said I never really like the results of the light mapping process, it always breaks something that ruins the level, but some will use it so it has to work I guess.

Anyhow perhaps you can work on a decaying tree with mushrooms around it, perhaps a dead one you can walk into at the base (hide pickups) and also a tree with a tree-house in it for the kiddies!

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Posted: 22nd Mar 2018 23:07
@ reliquia, Here is my initial shot at a decaying trunk... work in progress.

If my trees in pp don't seem to fall down after baking then neither should yours. if you are working in the public preview and you are using apbr_tree.fx
in the your trees fpe file you should not not have the ghost or tip over problem.
I remember when i was working in pre pp i had the problem of my animated doors would just fall over. At that time I was informed i needed to reverse the settings in properties for static and isimmoble.

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OldFlak
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Posted: 23rd Mar 2018 03:44
@m2design great start - for more inspiration google 'decaying tree stumps' lots of reference stuff to give you ideas.

Will definitely have a look see at the tree issue at some stage - but limited time for real GG work atm - lots of external stuff taking up my time for a bit (like moving states). Mainly keeping tabs with the forums and checking existing maps with new PP's as they come out.

Reliquia...
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granada
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Posted: 23rd Mar 2018 13:15
Fantastic work m2design these are looking great,very realistic .

Dave
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Posted: 23rd Mar 2018 15:43
Dave, thanks

Made a few changes to the decaying stump. Mushrooms by others.

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OldFlak
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Posted: 23rd Mar 2018 23:48
Lookin good m2 - nice scene...

Reliquia....
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m2design
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Posted: 25th Mar 2018 23:53 Edited at: 4th Apr 2018 23:39
Just a bunch of old stumps... I know, they could use a bit of work.

Edit: added a new stump, this one is better, I think..
Edit: 27th
New decaying stump interior...
Edit:4/4/2018
Latest screenshot...

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m2design
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Posted: 10th Apr 2018 19:28
I think I'm done with the tree/stump stuff for a while. Going to be overseas for a couple of weeks. Got a 60th wedding anniversary to celebrate ... later

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GraPhiX
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Posted: 10th Apr 2018 19:37
You have done a really good job with these are they in the store now? thank you for making these
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Posted: 19th Apr 2018 01:08
Just wanted to add a little something to the visual mix... Yes the stumps will be in the store, but with everything going on at the moment I just can't promise a firm date. Bare with me a bit.

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Tarkus1971
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Posted: 19th Apr 2018 16:45
How did I miss these trees, fantastic stuff here. One question, what is the FPS hit on these lovely trees. I will purchase these once I know. Great work M2design.
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Tarkus1971
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Posted: 19th Apr 2018 17:14
Just purchased these amazing trees anyway. Nice work m2design
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m2design
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Posted: 19th Apr 2018 22:44 Edited at: 23rd Apr 2018 00:03
@Tarkus1971
The poly counts on the trees in this series will range from 1800/2100. As I'm sure you know the FPS impact will vary for users because of the power of individual computer setups.

Video displaying FPS count using my computer...



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granada
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Posted: 20th Apr 2018 17:22
They look great m2design, very nice

Dave
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Posted: 28th Apr 2018 01:00 Edited at: 28th Apr 2018 01:15
Ever feel like you've had too much wine?

Me either...
While cleaning up a few things on stumps, I remembered a strange building I had created some time back (after too much wine) before PBR was a thing. I just converted it to a rusty metal one and laid a little PBR on it, now I'm wondering just what might be going on inside.

Oh and it's only 100 polygons


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granada
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Posted: 28th Apr 2018 10:57
I like that it’s like something from the time of the Incas but in metal

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Posted: 5th Aug 2018 00:17
The time has come to rework a few trees. Trying some different leaf massing schemes. Hoping for the best!

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