Author Topic: Trees for Modelers  (Read 417 times)

Legacy_Leurnid

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Trees for Modelers
« on: April 12, 2012, 11:00:08 am »


               If you are looking for some new and unique trees to give your tileset, module, or PW something fresh and unique, and if you aren't afraid of converting OBJ's into Max or Blender to convert to NWN, I encourage you to play around with tree(d) from frecle. It is a very lightweight install that works crisp and fast.

I haven't gotten as far as getting them into NWN, so I can't speak to how easy that will be or good they will look in NWN, but the tree options are very robust, and the textures they provide look good on their models. You can preset a variety of parameters that dictate the number of branches, sub branches, the leaf propigation, branch and sub-branch angles, curvature, and kink.  Once you dial in settings you like, you can randomize the seed, and it will give a new variation of the template you spec'ed.

By wildly tweaking those settings I was able to create wild variety, including numerous tightly branched vertical growth like an Italian Cyprus, Thick sparse twisting branches like a Joshua Tree (which would have needed a custom texture to be perfect), and my most interesting find while playing with the settings, was a tree with wildly inverted angles and curved branches and sub-branches, giving the leafless tree a spiky spiderweb effect that was disturbingly unnatural... my skin crawled as I looked at it. I have read in stories about trees or buildings with unnatural angles and so forth that disturb the viewer, but I had never actually seen such a thing, until now.

Regardless, I am hoping that somebody with more NWN Max or Blender experience has a chance to play with this before I get that far, even if it is just to shoot it full of holes.  Good Luck!
               
               

               
            

Legacy_Zwerkules

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Trees for Modelers
« Reply #1 on: April 12, 2012, 04:51:36 pm »


               I'll give that program a try. Depending on how the foliage is added to the trees, this might be of use for NWN1 - or it could produce models with far too many polygons.
               
               

               
            

Legacy_Leurnid

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Trees for Modelers
« Reply #2 on: April 12, 2012, 05:04:54 pm »


               You can dial down the leaf setting pretty low, but I figured the bones of the tree were a valuable asset alone. One can always either use the old-fashioned 'textured umbrella' foliage, or get fancy and use the newer 'intersecting planes' foliage.

My original purpose for looking at it was to create branch patterns that I could be turned upside-down and used as root structures, while I was toying with it though, it occurred to me that it might be useful for modelers to quickly create a few tree variants for tilesets or as placeables.
               
               

               
            

Legacy_Rubies

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Trees for Modelers
« Reply #3 on: April 12, 2012, 09:50:06 pm »


               The poly counts are fairly extreme but the program is VERY useful for templates and can be reduced quite heavily in 3dsMax. I'm liking it!

I take that back, the poly counts can be reduced extremely well inside the program, even down to setting leaf texture types. Finding it very, very useful.
               
               

               


                     Modifié par Rubies, 12 avril 2012 - 08:55 .
                     
                  


            

Legacy_henesua

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Trees for Modelers
« Reply #4 on: April 13, 2012, 12:07:49 am »


               Thats very much like the tree modeler in Unity. Turns out the developers worked on Unity's tree utility first then went on to make Tree(d).
               
               

               
            

Legacy_Winterhawk99

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Trees for Modelers
« Reply #5 on: April 13, 2012, 06:07:31 am »


                Thank you for the Info. I have speedtreeCAD 4.2 and speedtree for UDK and I end up fighting the program sometimes more than working with it. If I can produce trees faster this might make a good program for doing it. 
*thumbs up*. I'll test this as soon as I get HMCs skyrim team the next build level finished for them to work on.