Estelindis wrote...
Hey, Sully, I wasn't saying that you
need to totally change what you're already doing! I just meant to make
the shape a bit less manicured and slightly more natural. The pic is
just the first one I could quickly find to give a small sense of the
image of "natural" in my head, not what I'm saying your trees should
necessarily be. They really do look very good already.
I get what you're sayin and I've been doing some intensive thinking about different approach technics and
will start working them, testing them and reviewing them. So many things to take into account in what works and
what doesn't , also poly count and texture design.
Jedijax wrote...
Nice, but I have to agree with Estelindis. This may be seen as the opposite of Helvene's trees, which actually have the leaf model-textures joined at the center of the branches, creating a sort of... "asterisk" effect, which is very noticeable from up close. It looks as if the canopies are 2-dimensional.
Yours, on the other hand, use a rounded exterior, which looks great from up-close, as there are no jagged or linear ends. However, they look VERY round. Perhaps a mix of both approaches could just hit the mark?
If you're talking about the trees I'm thinking you're talking about where Helvene uses flat planes mixed and matched in different angles, not gonna work for me. You have to understand where I'm coming from, the regular
flat plane Bioware original models are what I'm avoiding like the plague and I'm working with both the optical illusion(Textures) and Low Poly count as much as possible but allow miself to create according to today hardware
performance capability. You think it's too round? ever seen a tree with flat beds of leaves? the picture above shows
just that... some "roundness" but the difference here with my model and that picture is hardly any leaves stick out
of the roundness and lack of variety in shape makes my model look like a multi ball pistachio ice cream cone OR
a little to much like Brocoli like Este mentioned before.
@Six
What is it exactly that DLA and CODI set in motion? wait don't answer that, you mean the work you've expended
upon?... Six, there must be artwork for everyone, now I don't dislike the Tirnaog stuff but I'm in no way incllined at
comforming to that design, foliage/grass,wood and some rocky texture quality to be exact. Not complaining, but I
can remember a heavily noised grass texture that is yellowish in color that reminds me of vomit and some
extremly noised wood textures taking away wood grain detail and alot of models saturated with it without any or very
little different wood color themes. I'm more of a "Cartoon Vivid Color" vs "Photorealistic" detailed matte painting kind
of guy. That is how I like my 3D Environment , Props and Charactors/Creatures to look, but when I say "Vivid colors" I don't mean "BRIGHT NEON lights, quick! put you're sunglasses on!" vivid colors. I simply mean "Alive"
colors as opposed to dead looking or sick loking colors.
One of the good reasons I can't like DAO with it's "Acid Wash" colors.
Modifié par Lord Sullivan, 06 février 2011 - 02:34 .