View Full Version : Low Poly Modular Shrubs
Hi all, I've just finished textureing some shrub models fo a maze I'm building. Each piece is between 100 and 150 polies with on two exception. I was just wondering what people think of it. So any advice, crits or comments are welcome.
08-05-2003, 09:26 PM
Interesting idea Dhin. I like the way you can formulate new shapes, but there might be a problem with shimmering due to z fighting problems caused by intersecting polys. It would also be more efficient to remove those internal polies & weld the shapes together unless the levels were being created on the fly algorithmically or something.
I think you could probably drop the polycount a little - could we see a wire shot of one of the sections?
09-05-2003, 12:54 AM
good shrubs, although the texture tiles chronically, and the black at the bottom doesnt look good,, a change in pigment to a darker green mabe but black?.. looks like someone's been lighting fires
i like the idea of objects that are useable over a wide variety of space,
keep up the game models
Mike - actually each section has a 1x1x3 shape. The faces are cut down quite a bit without having the over all shape square. But I know of a couple of places I can reduce the polies a little more.
My main plan with them is to build a hedge maze, just for the fun of it, the image with the diferent shapes show multipul peices in each set. There aren't any faces overlapping. If you look at the arch for example there are 5 sections in that segment. End terminator, arch base, arch, arch base, end terminator.
Actually I am trying to get it to re-order it self on the fly, so that is the reason for the segmetation being what it is. Go suggestion though. It will be web based so, it be doing that with Java Script.
I'll probalbey make a small static example for my web-page for now. I'll post the link for that when I put it up.
TyKeiL - that black on the bottom is an angel of light problem with max. No lights in the scene means that the light orignates at the viewing camera, thus the bad shadows.
I'll post some wire frame of them and the texture. I'm only using 1 256x256 jpg for everything.
It you want to see an actual example of this in action click here (http://www.angelfire.com/id/Dhin/Dicks_Office/Office/maze.html). Or else you can just click the link in a sig and find a link to the page in my up date list. The examle still needs some playing with for the lights to be right but this is just an illistation of what can be done with these types of models. It will take about 4 and a half seconds on a 56k connection to load everything just wait, I have optimised the example yet.
C&C is welcome and needed on this, so please tell me what you think.
16-05-2003, 08:56 PM
Hey Dhin, I checked out the hedge maze. It was pretty cool. Though Im impressed that it works. Thats cool enough to me. As far as the textures go. The floor tiles are great and look good even on the archways. I see the shrubs dont have that black problem, but they do still look kind of wierd. You may want to try something darker, like maybe some pine needle stuff or something with darker leaves because you can hide pixelation better in dark stuff.
Maybe something more like this.
I've been dead for the last little while but finally I've be raised from the grave and been able to do some thing on this.
Thanks for the advice Mwhahaha. I've darkened up the leaves. Right now the main problem with the texture is that it is too low res due to need for speed in loading over the net. In the final version I'll pre-load all my large textures, then they won't be reloaded every time that they are needed and I can use more detailed textures. I'm also glad it worked for you.
This texture is the update. I still have a couple of problems I'm trying to work out but, suggestions and help are alway very welcome.
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.