Trees. Your going to love this.

Post » Sun Jun 17, 2012 1:42 pm

I am also trying to make lod models for each tree (which seems actually easy, because in Skyrim the lod trees are simple meshes of two planes with alpha mapping).

Yeah, I think I am getting better at tree modeling now so I will hopefully release something that can be usefull for modders. I also believe that there are going to be new trees in the next DLC for Skyrim, but it can`t hurt if I provide some more (and Vurt and other modders are going to provide real awesomeness, concerning trees).
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Undisclosed Desires
 
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Post » Mon Jun 18, 2012 1:31 am

Nice work ztree ;)
I love trees so I'm a keen follower of this.
Anyway what I really like about the Gnarly Tree is the tree/trunk formation you have on it. Looks really good. The leaves still look a bit awkward/unnatural though in how they "pop-out" in different directions, but I'm sure that can be fixed.
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C.L.U.T.C.H
 
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Post » Sun Jun 17, 2012 7:47 pm

ztree, I am shifting over to Blender and aiming to get some basic stuff in the game then do some rocks etc that may be useful alongside the trees. What version of blender and nifskope are you using?
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DarkGypsy
 
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Post » Mon Jun 18, 2012 12:15 am

I`m using good old ancient Blender version 2.49b ( I know it feels a little like it was released still before world war one compared to the newer versions, but it has all the nif exporters.) Latest nifskope http://sourceforge.net/projects/niftools/files/nifskope/ .

More different rock models would be useful, I guess. On that note, what I love about the Skyrim landscape is how they used those huge mountain/rock models on top of the original heightmap, so the skyline looks more rigged and real. That is one thing where I would like to try my hand as well, modelling huge mountain or cliff meshes that add to the variety of the rock resources and can be placed just on the heightmap and voilà you have a new mountain.

also, tried another tree: http://imageshack.us/photo/my-images/84/43428588.jpg/ --- http://imageshack.us/photo/my-images/515/86103602.jpg/
I think I am getting more and more a hang of it, it is just the "pop out" effect of the leaves that need to be controlled better.
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gary lee
 
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Post » Sun Jun 17, 2012 7:10 pm

dead tree: http://imageshack.us/photo/my-images/641/57632713.jpg/ --- http://imageshack.us/photo/my-images/813/11127276.jpg/
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Laurenn Doylee
 
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Post » Sun Jun 17, 2012 5:20 pm

and surprisingly yet another tree: http://imageshack.us/photo/my-images/685/34907020.jpg/ --- http://imageshack.us/photo/my-images/854/71892974.jpg/ --- http://imageshack.us/photo/my-images/855/59059673.jpg/ --- http://imageshack.us/photo/my-images/29/44491703.jpg/
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Natalie J Webster
 
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Post » Sun Jun 17, 2012 10:08 pm

That tree seems pretty high poly from the look of things, but it would look great in a dark forest (The sort you might find in a High Rock mod)
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Tiff Clark
 
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Post » Mon Jun 18, 2012 1:52 am

and surprisingly yet another tree: http://imageshack.us/photo/my-images/685/34907020.jpg/ --- http://imageshack.us/photo/my-images/854/71892974.jpg/ --- http://imageshack.us/photo/my-images/855/59059673.jpg/ --- http://imageshack.us/photo/my-images/29/44491703.jpg/

Great work! This is the kind of stuff I've been missing in Skyrim.
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Danger Mouse
 
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Post » Sun Jun 17, 2012 7:54 pm

Also, have you thought of the possibility of using the same sort of flat shapes you use for leaves to add smaller twigs and branches? I could be wrong but I think they do that a bit with the Aspens in the fall forest, and they look pretty good.
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FLYBOYLEAK
 
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Post » Sun Jun 17, 2012 11:57 am

That old oaktree really interests me. Good job, man! Keep it up!
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Amy Cooper
 
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Post » Sun Jun 17, 2012 8:36 pm

I really like the work you've been doing ztree, but I just thought I would point out that new models aren't needed for Poplars. Poplars are close enough to Aspens that a simple color-shift of the leaf texture and a minor darkening of the bark textures would be fine. Otherwise, this is all really cool and I'll definitely keep tabs since I've been waiting on news about .nif exporters. Definitely something that's going to be needed given how focused the art direction is in Skyrim (which is good, just not for the stuff I have planned, lol)

Edit: I almost forgot - that weeping willow is pretty awesome.

Edit Again: Actually, scratch that. I was thinking more of the poplars found here in the Northeast US. More of a cottonless hybrid poplar. So, uh, hooray for *even more* tree variety?
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Jesus Lopez
 
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Post » Sun Jun 17, 2012 5:14 pm

Thanks for the feedback, guys.
Yeah I will try to also make my models more "economical" by reducing polys and trying to keep visual quality intact. The twigs and brachnes don`t need to be modeled out, but can be put on the flat shapes like you said, dragonbone.
For example: Weeping Willow - revisited (polycount cut in half, but keeping quality) http://imageshack.us/photo/my-images/220/78488670.jpg/ --- http://imageshack.us/photo/my-images/535/97561569.jpg/ --- http://imageshack.us/photo/my-images/542/54126595.jpg/

And yup, I also really love the original art direction of Skyrim (with the rocky landscape and tundra style), it`s just that quite a few mod projects need additional resources (which is clearly not bethesda`s fault :turned: , or is it?)
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Manuela Ribeiro Pereira
 
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Post » Mon Jun 18, 2012 12:52 am

These are astounding, they're better than the original ones.
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Mike Plumley
 
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Post » Sun Jun 17, 2012 8:13 pm

Wow, I've almost missed all this goodness! I agree drucifer, weeping willow looks pretty awesome!
The progress that you're making is obvious, ztree.
Also dragonbone gave good example for dry branches. I know that Vurt did that in quite a few trees!



Why doesn't someone just make a thread titled "Hey Bethesda! How do trees work?" From what I've seen the staff (somewhat) frequents this forum, at least to address questions directed at them. It's worth a shot at least.
I agree. And also, I'm interested in - Bethesda
?(?益??) Y NO official exporter for meshes and animations?
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i grind hard
 
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Post » Sun Jun 17, 2012 9:53 am

Agreed.
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Aaron Clark
 
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Post » Sun Jun 17, 2012 12:18 pm

Yo, just wanted to post a little update that I am of course still working on these trees and I think that I have news concerning low poly trees. These are good low poly (2,000 and 3,000) but still very acceptable to look at: http://imageshack.us/photo/my-images/189/74362304.jpg/ Because we will need those for dense forests, where we can`t afford many high poly trees. I will try to come up with more variations of those trees and if densely populated wanted to achieve the feel of the following reference pic: http://imageshack.us/photo/my-images/835/5555iy.jpg/ Hopefully, I can reach that reference. Wish me luck :turned: .

By the way, the other trees that I posted earlier will be overhauled (where possible) and then maybe next month or so, I wanted to upload them as a first resource pack for modders who are interested.
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Esther Fernandez
 
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Post » Sun Jun 17, 2012 3:13 pm

Wow, great job on those last ones. I can really see a lot of improvement in the way the leaves are handled. Looks much more natural. Just for comparison purposes, how many polys do the vanilla trees have (mainly thinking of the aspens and willows (or whatever they are), I'm sure the pine trees are very low poly.
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Sheeva
 
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Post » Sun Jun 17, 2012 7:54 pm

Thanks, I also hope that I am slowly but surely improving :biggrin: .
Yeah, I think the aspens have around 1,500 if I remember correctly (looked at it once). The pines, I don`t know, but I reckon they have about the same or less. But also remember, the polycount for Skyrim was made with the consoles in mind...So I assume we can afford a tiny little more on our PC`s.
Anyway, I will try to keep this thread more updated now, because I actually need the outside feedback to look what can be improved and/or changed on the models.
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Cathrin Hummel
 
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Post » Sun Jun 17, 2012 6:05 pm

Is most of the polycount in the leaves or in the tree body itself? I imagined pines would be lower poly than aspens because most of them are basically a long, straight pole (well, gradually going to a point, but I think it works out about the same) and the leaves look fairly simplistic compared to the complex branches and leaf shapes of the aspens. Just an idea, but when I was recently trying to make a more dense and covered pine forest in the CK the other day, I noticed that there is only one pine tree model with a branching trunk, and it's leaves start very close to the ground. I was wondering if as part of your tree making project you could maybe add some simple expansions to the pine forest set like making more versions with the spreading roots, maybe some taller versions or something.
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jeremey wisor
 
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Post » Sun Jun 17, 2012 9:22 am

Lovely. How are they working out as LOD objects?
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Enny Labinjo
 
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Post » Sun Jun 17, 2012 10:45 pm

Is most of the polycount in the leaves or in the tree body itself? I imagined pines would be lower poly than aspens because most of them are basically a long, straight pole (well, gradually going to a point, but I think it works out about the same) and the leaves look fairly simplistic compared to the complex branches and leaf shapes of the aspens. Just an idea, but when I was recently trying to make a more dense and covered pine forest in the CK the other day, I noticed that there is only one pine tree model with a branching trunk, and it's leaves start very close to the ground. I was wondering if as part of your tree making project you could maybe add some simple expansions to the pine forest set like making more versions with the spreading roots, maybe some taller versions or something.
I just checked the polycount for a pine and its 1,100. I am not 100% sure, but I think there are some mods out there already that add some variation to the pine models (with more branches and stuff). And recently I saw a mod that lets you plant pine trees ingame and grow your own forest with all different sizes for the pine trees and so on. So, I think maybe I will try my hand at pines one day, but currently I am more focused on deciduous trees.
Lovely. How are they working out as LOD objects?
Lod objects for trees are really easy to make, as they are just simple flat alpha planes with the tree image on it. And it looks good ingame as well.
Btw, theKarithian, I saw your new desert rock and cliff models recently and they look awesome! They add that variety to the landscape that fits very nicely.
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neil slattery
 
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Post » Sun Jun 17, 2012 11:56 am

Little update with new oak leaf textures. Things are getting along : http://imageshack.us/photo/my-images/829/87391753.jpg/ --- http://imageshack.us/photo/my-images/696/77515719.jpg/ --- http://imageshack.us/photo/my-images/268/39529693.jpg/
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Sammie LM
 
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Post » Mon Jun 18, 2012 1:44 am

Wonderful! These look great! How you handle leaves have greatly improved. I think my favourite are the oak trees and this http://imageshack.us/photo/my-images/189/74362304.jpg/
I really really hope someone will use these trees in a new landscape mod in a big lush forest, like Cyrodiil... and that is RELEASED (95% of all new landscapes mod are sadly abandoned along the road).

Btw, I was wondering. I have heard that Skyrim does not support collision for complex meshes. Have this been a problem for you?

Also a tip for the future: if possible, have bigger resolution pictures so it's easier to see the details, and upload at tinypic.com because it doesn't give you pop-ups when clicking for full size :tongue:
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aisha jamil
 
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Post » Sun Jun 17, 2012 10:28 pm

Wonderful! These look great! How you handle leaves have greatly improved. I think my favourite are the oak trees and this http://imageshack.us/photo/my-images/189/74362304.jpg/
I really really hope someone will use these trees in a new landscape mod in a big lush forest, like Cyrodiil... and that is RELEASED (95% of all new landscapes mod are sadly abandoned along the road).

Btw, I was wondering. I have heard that Skyrim does not support collision for complex meshes. Have this been a problem for you?

Also a tip for the future: if possible, have bigger resolution pictures so it's easier to see the details, and upload at tinypic.com because it doesn't give you pop-ups when clicking for full size :tongue:

Yup, I have problems with collision meshes. They are not working for me at the moment, but I hope that the nifskope heros are going to fix the exporters/importers soon.
yeah, I know imageshack is not really top notch, I will probably try to go to another image site with larger resolution.
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Harinder Ghag
 
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Post » Sun Jun 17, 2012 8:35 pm

Nice textures. Maybe a little more variation in hue of individual leaves would be a nice alteration though.
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Jonathan Egan
 
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