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Rickious
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being an honest person I will say... what are splines?

Same way I did the Murkwood trees. Draw the contours, loft them as nurbs, add some twist. Split the whole tree half way up the trunk. copied the top half into 4 pieces, then bend and stretched the 4 pieces into the main 4 branches.

Why? is it good or bad?

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Rickious
AKA Richard Howard

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Working On= Currently training and improving my 3D skills!

This post has been edited 2 time(s), it was last edited by Rickious: 05.05.2008 11:54.

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Rickious
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Right, 2nd version of the tree, you could make 1000 of these as its quite a naturally random metod. Just need to know if I'm on the right track as to bland the joins will probably be very tedious and time consuming.



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Rickious
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BusterWolF
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quote:
Originally posted by Rickious
being an honest person I will say... what are splines?

Same way I did the Murkwood trees. Draw the contours, loft them as nurbs, add some twist. Split the whole tree half way up the trunk. copied the top half into 4 pieces, then bend and stretched the 4 pieces into the main 4 branches.

Why? is it good or bad?


No, its perfectly fine. There are various ways to get to an object, dosn't matter which way it is. Just wanna know how you done it. Eventhough you using Rhino I can still interpertate that knowledge into max.
Splines are natually to draw curves. A spline consists of a long strip fixed in position at a number of points that relaxes to form a smooth curve passing through those points. Nothing too hard and thers a mathimatical meaning to it, but thats another story, really BIG story.

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Tree structure is looking good so far. Also keep in mind that there are narrow roads on the branches, and while they are as solid as the IC marble roads, there are holes through which a person can fall through if he is not careful. Right now I can't see how we could get roads on that branch?

EDIT: Can it be that the branches weave around each other to produce this effect? Would look quite stunning.

This post has been edited 1 time(s), it was last edited by FLESH: 05.05.2008 13:57.

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Rickious
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Flesh, I will probably have to do 50 trees before it comes out how I want it which is naturally twisted looks but usable branches. Check out these close-ups of 1 branch from the 1st version...



if I can manage something like this on all 3-4 main branches this can be the main infrastructure. The centre would need an artificial crossroads to span to the main roads and probably the lift would be accessed from here too.

I had thought about making the tree much wider (which would still look realistic) but wide enough that once twisted, one or more of the spiral indentations around the trunk could serve as a ramp or have stairs fitted and be enclosed. this would look cool! Good job! I will have a go...

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Rickious
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This post has been edited 1 time(s), it was last edited by Rickious: 05.05.2008 14:20.

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Seeing your pics I only see one problem, the grooves are too un-natural, but as you said this is just a first version so it's bound to change. How wide is the tree currently btw?
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Rickious
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Well version 4 now and Eek 1 ITS WIDE!!!

But check out the natural ground to tree-city access!


something along these lines could work very well.

its currently 350 metres wide and 500 metres high!

the main road spiralling up the tree is deep enough to fit buildings in the crease against the tree trunk too all the way up. would also look amazing!

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Rickious
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This post has been edited 2 time(s), it was last edited by Rickious: 05.05.2008 14:51.

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Ha, thats a VERY long jaunt to the top.

Whats the Poly count?

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Rickious
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Just for some scale...

Here is the trunk from version 004 next to the great pyramid of Giza which is 146m high....



FLESH, could you explain the road idea of yours?
quote:
Can it be that the branches weave around each other to produce this effect? Would look quite stunning.


EDIT:
Open polygon mesh: 5253 vertices, 7126 polygons

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Rickious
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This post has been edited 1 time(s), it was last edited by Rickious: 05.05.2008 15:12.

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7,000 and thats NURBS Scared I should really start playing around with that. Nice work. But I think thats way too big or is it ment to be like that?

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Rickious
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I converted to poly for the count but was happy with the conversion. ITs 48261 polygons as a NURB! I model in NURBS, then convert to poly for texturing and rendering (and eventually exporting)

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Rickious
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This post has been edited 1 time(s), it was last edited by Rickious: 05.05.2008 15:29.

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Woah!:oo
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Nope it's not too big, don't worry about it. And that curling looks crazy! lol :D Theres no need to have a walk up to the tree, it's all done by lift baskets.

EDIT: My idea was the the branches of the tree intertwine with each other to forms larger branches that can support housing and such, but they have gaps in between to support the lore of having drops in the branch roads.

This post has been edited 1 time(s), it was last edited by FLESH: 05.05.2008 16:59.

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I like your idea FLESH Good job!
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Rickious
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Right, tell you what I will try a model of an interwoven street area....

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Rickious
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If you want to try it now for practise it's ok. However remember that we first need an exterior model to base the interiors of it on. And thanks Senten =)

This post has been edited 1 time(s), it was last edited by FLESH: 05.05.2008 17:31.

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quote:
Originally posted by FLESH
And thanks Senten =)


Haha np Wink
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Rickious
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I'm thinking just the main trunk, a decent one, with a load of canopy. Looks good so far. Will post shortly.

I know the baskets are in the lore, but I like the idea of these baskets being on a continual wind powered loop. Something vaguely similar to a ferris wheel or ski life where you just get on one end and off the other. What would the NPCs think though!

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Rickious
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If the baskets were automated (wind powered in this case :D ) why would there need to be a man in there? I assumed that the man pulled the baskets up, but that would require some extreme strength Eek 1

EDIT: About your idea, we also need some branches and breaks in the canopy to put up LOD buildings and people to give that "Walking around like ants" effect.

This post has been edited 1 time(s), it was last edited by FLESH: 05.05.2008 20:31.

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Those pics are stunning Eek 2

Very nice work Good job!

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Thanks Hegemege

FlESH- You get water powered lifts which are basically counterbalanced with water in containers so that the lift can be easily moved so long as there is a limit to the amount of people in the life (in real life) so this would look right so long as when the lift goes up, pulleys move and a counterbalance goes down. Maybe a big rock toed to rope would do.

LOD meaning the low detail distant models?

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Rickious
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Yes that's what I meant by LOD Yes
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cool I didn't know what LOD stand for.

What else are you guys thinking of adding?

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quote:
Originally posted by Hegemege
Those pics are stunning Eek 2

Very nice work Good job!


Yeah agreed. Good job!
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LOD isn't something we are adding, it's something being used in the game all the time. When ever you are in the Wilderness worldspace of Cyrodiil and look into the cities you are seeing LOD models :)
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Also just incase there was some confusion, we don't need a LOD model for Falinesti just yet Wink
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How is this going?
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Rickious
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just sticking to Silgrad Temple for now as I'm getting more in depth with textures etc so learning things faster, that and in the transition to a new laptop software wise so will give this some more time soon! like I say I will try the interwoven street bits.

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Rickious
AKA Richard Howard

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nice tree :)

must upload my old concept again could not find it

do it tomorrow I hope

but I will make a new thread for it I hope to load some other concepts with it :)

can't wait for tomorrow

I can only scan at work I don't have one can't carry one in the travel bag all the time Tongue

cheers

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Tarek, no posts yet. Cant wait to see your stuff!

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Rickious
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so sorry been super busy Frown

I have to work this sunday and saterday too its insane at work

but I will really try to send the city tomorrow hope I will have some time to color it too Tongue

keep on the good work folks :)

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Looks amazing,keep it up guys! Good job!
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