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WEST GASH TREES / ROOTS [Claimed by Vita]

Submitted by grumpycat on

All the models in this thread need to be redone for legal and esthetic purposes before we will do a release . If you feel like you can contribute by doing some or all of these models then please leave a comment at the bottom of this thread.

Let us know what 3d modeling program and also what year it is you use, as we need to find out if we need to convert the files for you or get you setup with appropriate importers.

Ravanna concept art

 

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Last edited by grumpycat on 8 Dec 2014 - 17:48.

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root01.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root02.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root03.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root04.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root05.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root06.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root07.nif"

"\Data\meshes\morrowind\landscape\westgash\plants\wg_root08.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree01.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree02.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree03.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree04.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree05.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree06.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree07.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_tree08.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_treestump01.nif"

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"\Data\meshes\morrowind\landscape\westgash\trees\wg_treestump02.nif"

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To give an idea of what the leaf cards I'll be baking will look like. These are going to be for mature Weeping Ash trees. Not sure if I like the more sparse layout of the branch on the right, which also follows the provided concept more closely, or the more crowded on the left...

[External image]

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why not both?
or make a texture of 4 seperate cards for variance.

also remember we can use alpha vertex colour threshold for creating more rotting leaves.

Can u show uy more later.

If these cards are made in zbrush, remember to BPR depth, mask, colour, shadow and AO.


 

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I do mean to use both, but since they turned out slightly different between eachother, I was just contemplating making one lean more towards the leaf distribution of the other. Probably over analyzing, they're probably both ready to be rendered. Anyways, these are being made and rendered in Max, and are the first branch card of 4. Remaining ones to be assembled are young, unhealthy, and dead. The vertex color idea sounds great, that's the photoshop trick?

 

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yes. using a combination of depth mask, cloud render, and a few other tinkerings, we create a threshold alpha, so the darker the vertex alpha on the plane, the more rotted the leaves are, until it becomes bare branch.

for this we need some masks, not just the main alpha mask.
please mask the branches, and leaves seperately, it will help. render away!

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Since I've finished arranging all of the branches and leaves in 3DS Max, I've decided to take a break from them and render them out later (creating leaf cards is /the/ most boring thing you can do in 3D), and moved on to creating the materials for the weeping ash tree bark...

[External image]

This is a preview in Knald with tessellation enabled, which was automatically derived from the normal map. Originally I had used a seamless diffuse map that was provided to create a first iteration (http://i.imgur.com/p4JsBmm.png), but decided not to use it and rather created a tileable color map using my personal photography folder, since creating these trees from scratch allows me to "kill two birds with one stone" and use them for my personal portfolio as well as Skywind.

 

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