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arma2:modeling:modeling_tree [2015/08/22 01:40] – removed obsolete links. snakemanarma2:modeling:modeling_tree [2024/08/01 22:00] (current) – links added. snakeman
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-====== Modeling Tree ======+====== ArmA 2 Modeling Tree ======
  
-**Tutorial: Modeling Tree** by mikebart+[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]] 
 + 
 +**Tutorial: Modeling Tree** by mikebart
  
 Hey guys I've just finished writing part 1 of a 2 part tutorial about making foliage and trees, not sure why my thumbnails don't work on this forum, ill eventually convert this to a pdf but for now ill just post it up here. Hey guys I've just finished writing part 1 of a 2 part tutorial about making foliage and trees, not sure why my thumbnails don't work on this forum, ill eventually convert this to a pdf but for now ill just post it up here.
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 ====== 1.1 Setup your layers ====== ====== 1.1 Setup your layers ======
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_00.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_00.jpg }}
  
  
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 I've basically cut out some leaves from photos, made a quick normal and specular map for them and UV mapped them onto the same model, then made alterations to each model to give them some variation. Name the leaves, 'leaf_high' and add them to the 'Control Meshes' layer, then make instances of them and add them to the 'HighPolyLeaves' layer. You can use the control meshes to swap out leaves and twigs to change the type of tree. I've basically cut out some leaves from photos, made a quick normal and specular map for them and UV mapped them onto the same model, then made alterations to each model to give them some variation. Name the leaves, 'leaf_high' and add them to the 'Control Meshes' layer, then make instances of them and add them to the 'HighPolyLeaves' layer. You can use the control meshes to swap out leaves and twigs to change the type of tree.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_01.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_01.jpg }}
  
 You can either use these textures below, or make your own: You can either use these textures below, or make your own:
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_02.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_02.jpg }}
  
  
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 Model a variety of twigs that can be used in different ways to help make the foliage look interesting and sporadic. Be sure to study photographs of branch structures and take note of how they grow and how they might break down into smaller parts. Name the twigs, 'twig_high' and add them to the 'Control Meshes' layer, then make instances of them and add them to the 'HighPolyBranches' Layer. Model a variety of twigs that can be used in different ways to help make the foliage look interesting and sporadic. Be sure to study photographs of branch structures and take note of how they grow and how they might break down into smaller parts. Name the twigs, 'twig_high' and add them to the 'Control Meshes' layer, then make instances of them and add them to the 'HighPolyBranches' Layer.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_05.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_05.jpg }}
  
 If you photograph a tree yourself, get underneath and take some good upward shots of branch formations. Texture the twigs Using the trunk textures below or create your own. If you photograph a tree yourself, get underneath and take some good upward shots of branch formations. Texture the twigs Using the trunk textures below or create your own.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_06.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_06.jpg }}
  
  
 ====== 1.4 Add leaves to twigs ====== ====== 1.4 Add leaves to twigs ======
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_09.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_09.jpg }}
  
 You don't need to be a tree expert to figure how foliage for a particular tree is structured visually, be observant, take simple mental notes like for example, "Elm leaves usually point downwards and out diagonally when in large clusters, but when the branches/twigs reach outwards horizontally they can point in other directions and be more sporadic." Set the pivot point of all the leaves to where they join onto the twig. Remember to instance your leaves, then you can make alterations to them later on, for example if you wanted to change the type of tree, you could simply swap the leaves out with another and change the twig texture. Keep control meshes on a separate layer and instance off of them. You don't need to be a tree expert to figure how foliage for a particular tree is structured visually, be observant, take simple mental notes like for example, "Elm leaves usually point downwards and out diagonally when in large clusters, but when the branches/twigs reach outwards horizontally they can point in other directions and be more sporadic." Set the pivot point of all the leaves to where they join onto the twig. Remember to instance your leaves, then you can make alterations to them later on, for example if you wanted to change the type of tree, you could simply swap the leaves out with another and change the twig texture. Keep control meshes on a separate layer and instance off of them.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_10.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_10.jpg }}
  
 Now repeat this step on the other twigs. Notice how in the image below Ive made a variety of small clusters all going in different directions, some hang down, some reach out wards and upwards, and then there are a few clusters in there which are great for fill. Now repeat this step on the other twigs. Notice how in the image below Ive made a variety of small clusters all going in different directions, some hang down, some reach out wards and upwards, and then there are a few clusters in there which are great for fill.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_11.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_11.jpg }}
  
 once you've finished group the pieces individually, so you should have about 13 groups. once you've finished group the pieces individually, so you should have about 13 groups.
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 These branches should be reasonably low poly, I'd recommend about 150 tris, these will be used in the high lod of the tree model. Name the small branches 'smallBranchLod0_' and add them to the 'BranchesLod0' layer These branches should be reasonably low poly, I'd recommend about 150 tris, these will be used in the high lod of the tree model. Name the small branches 'smallBranchLod0_' and add them to the 'BranchesLod0' layer
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_12.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_12.jpg }}
  
  
 ====== 1.6 Arrange leaves and twigs onto small branches ====== ====== 1.6 Arrange leaves and twigs onto small branches ======
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_13.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_13.jpg }}
  
 Below, Small branches ready for render. Below, Small branches ready for render.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_15.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_15.jpg }}
  
 Instance the twig and leaves groups and start arranging them onto the small branches. Instance the twig and leaves groups and start arranging them onto the small branches.
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 Place 2 directional lights pointing at around the center of the plane, like shown below, select the top one and turn on shadows. For the rest just follow the settings provided in the image below. Now select the bottom light, leave shadows off, set the multiplier to 0.2. Place 2 directional lights pointing at around the center of the plane, like shown below, select the top one and turn on shadows. For the rest just follow the settings provided in the image below. Now select the bottom light, leave shadows off, set the multiplier to 0.2.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_16.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_16.jpg }}
  
  
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 Push the Cage out past all the geometry, now your scene should look something like this: Push the Cage out past all the geometry, now your scene should look something like this:
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_17.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_17.jpg }}
  
 press '0' to open the 'Render to Texture' dialog box, add a diffuse, specular and normal map, open options, then Global Supersampler 'Setup' then tick the box 'enable Global Supersampler' Now click the 'Render' button at the bottom of the 'Render to Texture' dialog box, once its done rendering You should now have a diffuse, specular and normal map in the specified folder. press '0' to open the 'Render to Texture' dialog box, add a diffuse, specular and normal map, open options, then Global Supersampler 'Setup' then tick the box 'enable Global Supersampler' Now click the 'Render' button at the bottom of the 'Render to Texture' dialog box, once its done rendering You should now have a diffuse, specular and normal map in the specified folder.
  
-[[http://tactical.nekromantix.com/images/wiki/mikebart-elm_tree_tutorial_18.jpg|image]]+{{ https://pmc.editing.wiki/images/mikebart-elm_tree_tutorial_18.jpg }}
  
 Assign a full black color to the background plane (not the projection plane), open the material editor and tick off the diffuse map from the leaf and branch textures that are assigned to your high poly models. Open the 'Render to texture' dialog box again and add another diffuse map. Name it 'myfoliage_alpha' turn off lighting and shadows and disable the original diffuse, specular and normal map from rendering by ticking off the 'enable' boxes, and disable 'Global Supersampling'. Hit 'render' and open the diffuse map and alpha map in Photoshop, put the alpha map into the diffuse maps alpha channel and save it as 32 bit. Assign a full black color to the background plane (not the projection plane), open the material editor and tick off the diffuse map from the leaf and branch textures that are assigned to your high poly models. Open the 'Render to texture' dialog box again and add another diffuse map. Name it 'myfoliage_alpha' turn off lighting and shadows and disable the original diffuse, specular and normal map from rendering by ticking off the 'enable' boxes, and disable 'Global Supersampling'. Hit 'render' and open the diffuse map and alpha map in Photoshop, put the alpha map into the diffuse maps alpha channel and save it as 32 bit.
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 This tutorial is written by Mikebart, greetings for granting us permission to host it. This tutorial is written by Mikebart, greetings for granting us permission to host it.
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arma2/modeling/modeling_tree.1440207607.txt.gz · Last modified: 2015/08/22 01:40 (external edit)

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