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FLESH
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Eek 1 I have no problem posting up some of my pics Wink

EDIT: In order to prevent confusion, I removed Falinesti pictures =)

Me playing around with some designs:


Well comments are appreciated on all but the top the original, which was done by GreyWizard but unfortunately had to be scraped. I just realised I had some ingame shots and thought you would like to see =)

EDIT: Eeek, they are a bit big, I hope peoples internets are up to it.

This post has been edited 2 time(s), it was last edited by FLESH: 09.04.2008 15:22.

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FLESH
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RE: FLESH's Speed Tree Models Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

No worries, I still have some mod powers hehe. I'm not sure how to get them the same way as JAA did, thats sort of what I aimed to do, but . . . .
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JAAdventurer
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All I did with my trees was in Blender, starting with a cylinder and extruding, subdividing edges, and merging points. I now have a copy of speedtree, but have not attempted to learn it as of yet.
08.04.2008 21:39 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
FLESH
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No I should have been more clear, I meant the pictures :D Don't let me near a copy of blender, not after what happened last time, as a result 5 kittens died.
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Alasdair
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I'm not 100% convinced speedtree is the best way to do an gigantic tree, The game engines approach to collision for speedtree models is pretty useless once you ramp the size up, we had some issues with scaled up redwood trees in Skyrim. I think you would be better making it with multiple sections (think giant tree tileset here) in a modeling app, no matter how many kittens must perish as a result.

This post has been edited 1 time(s), it was last edited by Alasdair: 08.04.2008 23:36.

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Not too many kittens will perish. (I hope)

As for how I did the pictures: I just got a good angle in the working window, hit print screen to place a snapshot of my screen view in the clipboard, opened paint, pasted, moved, and cropped the image. Then I just added my pictures as attachments. Eek 1 Hardly seemed like there was anything to it.
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Lady Nerevar
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the main thing bothering me about the first one (exept for the horrible texture resolution) is the lack of small branches. currently its just the trunk, secondary branches, and a few 3rd ones, but all the small ones that carry the actual leaves are missing. this really makes the tree look like its a normal tree scaled to a huge size instead of being an actual huge tree. also, it makes the canopy look really splotchy and fake :/

the other tree looks good though, I think both of them are a great start. how hard is speedtree to learn?

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quote:
Originally posted by Lady Nerevar
how hard is speedtree to learn?

The easiet software in the world. So 2 mins.

I agree the first one sucks + I thought we had sorted out that speedtree trees are not what we need!! They are too unflexible.
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Gez
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quote:
Originally posted by Alasdair
I'm not 100% convinced speedtree is the best way to do an gigantic tree, The game engines approach to collision for speedtree models is pretty useless once you ramp the size up, we had some issues with scaled up redwood trees in Skyrim. I think you would be better making it with multiple sections (think giant tree tileset here) in a modeling app, no matter how many kittens must perish as a result.


quote:
Originally posted by Lady Nerevar
the main thing bothering me about the first one (exept for the horrible texture resolution) is the lack of small branches. currently its just the trunk, secondary branches, and a few 3rd ones, but all the small ones that carry the actual leaves are missing. this really makes the tree look like its a normal tree scaled to a huge size instead of being an actual huge tree. also, it makes the canopy look really splotchy and fake :/

the other tree looks good though, I think both of them are a great start. how hard is speedtree to learn?


The idea should probably to have a giant tree sstatic tileset, and make branches with speedtree. Then when assembling them in the exterior place the branches all around the statics.
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windsurfer
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Thats what I thought. the problem is speedtree models can't be rotated so you would have to make a branches in all directions. Althoughs thats pretty easy rotate then just have a random seed in Speedtree to create lots of different branches.

I still think a sort of tree tileset would work.
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Gez
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quote:
Originally posted by windsurfer
I still think a sort of tree tileset would work.


Just for the big, naked branches. When you need to put lots of little branches and leaves, then you've got to use speedtree. Otherwise, either your computer will commit suicide, or you will be restricted to making things that don't really look like a forest.

Especially for something like Valenwood, which can't afford to look like the forests in Cyrodiil if it wants to still be Valenwood. It's a very dense forest of very tall trees, the branches and leaves are as many as the grains of sand on the beach. If you were to model a beach by using misc items for each grains rather than just a sandy floor texture, your computer's circuitry would jump out of the case and strangle you. Same thing for the leaves in a forest. A tileset is not feasible for them, too high-poly and too repetitive.
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FLESH
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Wow, more replies than I expected, and sadly mostly about what I said NOT to comment :D The first one (meaning picture) = completely useless, I just wanted to show you guys how far me and GW got with Falinesti, which was in-game. And that it was NOT good enough, and Speed Tree was not going to be used for Falinesti.

Then the other pictures, which was what I wanted you to concentrate on, are some trees which can be used in VW, and my start on the Graht-Oaks. Most of these posts seemed to be about Falinesti, so let me just say that Speed Tree is not going to be used for it Wink

EDIT: Some news, I just got SpeedTree V4. It is 100x better than what I am using. The changes I make happen instantaneously and I got it to around 2 miles in height in 1 second. I'm exploring it right now.

This post has been edited 2 time(s), it was last edited by FLESH: 09.04.2008 16:40.

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If I may put in my two sense?

Why don't we make the large trees, like Falinesti, in ways we make buildings in Morrowind? Essentially, in pieces? Have the trunk made, with physics and all, and then have branch designs, then secondary branches, then third branches, in a manner like Lady Nerevar says. The secondary and primary branches would be leafless, and the tertiary would have the leaves. We could build the tree city in pieces, in sections, designing the network of branches and roads through tiles.

It could even be used loosely in the forests, giving more detail and opportunity for uniqueness with each tree throughout the forest.

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FLESH
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Tilesets is what we were thinking of for Falinesti. As for other trees, I'm reluctant to agree with it because we can't hand place every tree. Which the tileset would require us to do. For certain special trees though, I don't see why not.

EDIT:

Ok, here is an Oak I made for Valenwood, just a normal Oak. Tell me what you think.


This post has been edited 1 time(s), it was last edited by FLESH: 09.04.2008 19:39.

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FLESH
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I just got an English Oak and increased it in size, while trying to maintain the structure. I can do much more stuff with this new version. How gnarled would you like your tree? :D

This post has been edited 1 time(s), it was last edited by FLESH: 09.04.2008 22:17.

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windsurfer
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What are the new features? Are the compatble with the CS?
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chris 07
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quote:
Originally posted by windsurfer
What are the new features? Are the compatble with the CS?
Yeah it may be better but that doesnt mean that we're out of the woods yet....hell we're still making them but thats beside the point.

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FLESH
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New features mostly to do with processing, but also a much better way to do textures (can add many different maps, and have layers etc.). Roots, option to gnarl trees, add age etc. And a very noticeable thing is that they don't have an open bottom anymore, that is replaced by roots now, which you can also edit, make very big etc.

And a person already imported ST V4 trees into the CS. So I don't see any reason why it shouldn't work Wink
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llamaranger
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do you think it would be possible to make mangrove trees with the new version (i seem to remember it was deemed inposibble with previous version)? Not really on topic, but mangroves are awesome (and more importantly cover a lrage portion of the south of BM Tongue ).

Edd

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I say the center is true rainforest/jungle and the south is a bit more tropical, at least in the west.
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FLESH
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I'll try and see if mangroves are possible, but I'm very confident they should be.

EDIT: Wow, well *cough*. I was trying to make some mangroves, and I realised I could make something much better. So I give you Falinesti V0.1. The first pic is of the inside branch system, which doesn't really matter as this is the exterior model, and the interior is meant to be a tileset. The the second pic is of the whole tree. I went underground to show you the roots. Now don't let the pictures fool you. This is one massive beast, coming in at 1.2 miles in height and a mile of branch span. That little bench that is beside the trees in Speed tree for reference is nowhere to be seen, long engulfed by this massive beast. It will undergo many changes, and might indeed not be the final exterior model used. But I want your opinions.


This post has been edited 1 time(s), it was last edited by FLESH: 11.04.2008 18:11.

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chris 07
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Not bad but it still needs some work. Since this is 0.1 version then I guess we dont have much of a problem. Wink

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RM: Thats not really important as this is just the exterior model. I can get it to look like it can support housing but we aren't actually going to use it for that, if we use it at all. Plus, here's an update. With nice little (hah) shadows on he ground.


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I like the roots but the tree's branches doesn't look like houses and paths could be built on them? Also again LOD problems!!
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Thanks =) What LOD problems? And I'm not done with the branches yet.
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No, this me trying for Falinesti. I figured out some simple work arounds that let us do it with SpeedTree, anyone else is free to try I'm just saying this is my attempt at Falinesti. And the branches are as you say, if you look inside it literally looks like someones drains snaking around each other. I'm no where near finished yet though.
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The fact that when you walk 10m from the tree you have a massive billboard stuck there!!!
12.04.2008 17:59 windsurfer is offline Send an Email to windsurfer Search for Posts by windsurfer Add windsurfer to your Buddy List
FLESH
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We never had billboards for our first Falinesti version. THAT was the LOD problem.

EDIT:

Raggidman: You wanted wierd and alien looking? Well I think I overdid myself :D Descriptions. Pic 1 = outside view, very alien ey? Pic 2 = Branches now look like they can be built on. Please comment, I'm prepared for some very harsh reviews of this, this, thing...


This post has been edited 1 time(s), it was last edited by FLESH: 12.04.2008 19:45.

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I think something like this would be perfect for falinesti's far away view. is there any way to disable billboards (always have it appear as a 3D model)? i'd like to see the canopy be a little denser on this latest version, more similar to the first one in density.

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FLESH
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I'm not exactly sure. In SpeedTree I can test the LOD, and make it pretty much the same as it is now in far away view. But the CS just uses a billboard? The problem I see with making the canopy denser is that in DitF Scotty sees people walking about on falinesti. He must have been a good ways away though, so there needs to be some sort of holes in the canopy right? Making it denser is not hard at all though. Just up the leaf frequency.
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chris 07
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About the roots, why not make it so that some roots come out of the ground making arches around the surrounding area? That would be cool. Cool

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Something I'm trying to figure out about the roots. In SpeedTree they show up. But in the CS it seems to add them as another layer of branches, which they are, but it adds them to the top, and I can't figure out why.
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Thank you. Any ideas on what to change? Should I add more leaves like Lady N says? I'm wondering if that will actually obscure the view of the branches, so that they aren't visible.
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The thing to keep in mind is that it must give the illusion it can support housing. The interiors will be different models. And the exterior LOD models we place on this can be scaled down, not by much, just enough to make it look good.
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Does this mean I don't have to model the beast by hand? Yes
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It's completely your choice JAA. I'd prefer to test out the new SpeedTree, but having two versions might come in very use full if one or the other fails, if you want to continue then continue Wink You can have a go at the Interiors if you want to, but that would be best when we have a finalised Exterior model. You are the modeler, you choose what to model. Don't forget Insanity Soul and keep up your enthusiasm for clutter :D
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I still dont think ST is the best option for it. Yes its a pile of piss to use and anyone can make a tree with it but I just think its got to many limitation the majot factoir being the Billboard issue.

Also WTF are some of JAA posts in the archive? They were only posted a few days ago?

Another thing how do you make a thread important after its being posted?
16.04.2008 17:48 windsurfer is offline Send an Email to windsurfer Search for Posts by windsurfer Add windsurfer to your Buddy List
FLESH
Archduke


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Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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We can export the tree into max, and might be able to turn it into a model (we can also turn leaves into meshes). Anyone can use it but takes years of practise to get anything near the quality of their official tree libraries. And we have yet to see how it would work with a billboard in this new version.

I separated some spam from a thread and archived it incase anyone felt the need to read it, keep threads on topic Wink

To make a thread important scroll down to the bottom of the page, and go into admin options, choose the option stick/unstick =)
16.04.2008 17:53 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
JAAdventurer
First Knight


Registration Date: 16.03.2008
Posts: 130
Location: Not here, but not really over there either.

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I don't think I can archive my own posts. I saw those and was wondering what they were doing there. Someon who has the power can just delete them, as the ones I saw there were pointless out of context.

I've become distracted with my smaller models, so I probably won't be doing any trees for a bit.
16.04.2008 19:48 JAAdventurer is offline Send an Email to JAAdventurer Search for Posts by JAAdventurer Add JAAdventurer to your Buddy List View the MSN Profile for JAAdventurer
Tree Structure | Board Structure
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » FLESH's Speed Tree Models