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Everything posted by Michael Betke
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Hard to tell. Dpends on plattform you want it to display on. Is it a "hero" object or just a ambient prop? Character is displayed as a crowd or single close-ups? The more optimized the better. Use normal and displacemnt maps (if supported).
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Free and payed 2D and 3D artwork coming soon...
Michael Betke replied to ChrisV's topic in Game Artwork
I could have posted a screenshot but I dont want to de-rail your thread with shots to my products. Plus it was not just a link but also mostly explaining why I think single rocks are better than cliffs. This link is really tiny compared to my text aboove it. You can be lucky this is not Linkedin. If you offer your service or even show a project there, dozents of over-seas guys pop-up and post their own services and stuff below it. You just have to take it easy. -
Free and payed 2D and 3D artwork coming soon...
Michael Betke replied to ChrisV's topic in Game Artwork
Acutally I just want to point out an alternative way of enhancing your terrains cliffworks and not ending into a dead end maybe if you see the repetition of the single-model cliff tech first time. I don't see those models here as a competition because he offers most of them for free. Telling me basically to **** of just for giving a hint on another alternative (technically and visually) is not nice. I always try to help people improving their skills where I can and don't care if I earn 20$ more or less with just placing a link to my shop....I'm not that desperated short of money. To get back on topic: Here you see the disadvantage of the method: Right hand near the stairs the models dosnt offer enough resolution to have a sharp appearance. Smaller chunks would do better here plus some pebbles on the stairs as details. The distance rocks look good because they are far away, texture resolution better and it is a not so wide cliff. -
Free and payed 2D and 3D artwork coming soon...
Michael Betke replied to ChrisV's topic in Game Artwork
@gamecreator You can give my RocksHD model pack a try. You ca nbuilt beautiful cliff formations with it. Using tileablerock formations like your Turbosquid links are pretty inefficient if you need more flexibility. If you do a cliff with your heightmap (which looks boring of course) but put large single models along this cliff (they can intersect with the terrain of course) with additional trees and vegetation you will get the most natural looking cliff possible. Most AAA games use it this way. Here is the link: http://shop.pure3d.de/109-rockshd.html I also has a mobile version of those rocks with lower polies. -
Hmm not very convinced about it but for 20 bucks a good catch. Doesn't Blender have a good parametric tree plugin?
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I hope it will look really crisp plus have tesselation/displacement.
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I havbe just a prize field to enter. Be aware that you need to put in in like this: "XX.XX" and not "XX,XX". If you use a comma your model will be for free. I got trapped because in Germany we use commas as a seperation mostly.
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What's the biggest development challenge you face?
Michael Betke replied to Josh's topic in General Discussion
Interesting. I would have ideas for games and a strong artistic background to do most assets but no idea how to code special effects for projects or even game-code. I guess I need a "make cool game" button, like coders need "make good art button". -
Yes +1 for that. I have 3dsmax and use Flatiron plugin which generates great second UVs. I also supply second UVs for some of my game models.
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Interesting read YouGroove. The problem with the modified vertex normals is that nit every engine or file format supports it. For 3dsmax there is a script called "normal thief" to use normal directions from another objet. you can "steal" normal direction from a sphere to your tree shape for example. But it needs to be supported be the engine. What would you suggest me to do?
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Yes Pixel. Totally aggree. The 2D plane will work good as a LOD stage. The smallest polycount I got with decent apples is 89 tris for one apple. A small tree like this would have lots of polies then. I dont know how many tris games like BF3 (uses Speedtree) or Crysis 3 (custom models) have today. Maybe materials and shaders have more impact as just polies. Still games so not everything is possible. Vegetation is tricky.
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It is called GrowFX. An 3dsmax plugin developed by ExLevel Software. Just added the slightly polished model to the Asset Store here on Leadwerks.com including 512px textures and free for all. Have fun! But beware, it is a small tree. Some in-game images attached. They fit well into the world of the Pure3D Model Collections as you guys can see.
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I think I'm done with the fruts version. No geometry fruits. Maybe I will do it later. Interesting is that there is not really a visible difference if I have just one branch of leafs or three different types plus the fruits branch. I observed the same with my winter birches.
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Added the fruits to the tree. They really boost the polycount. One apple has 89 tris and it looks very edgy. Even a minimum of 20 apples on a tree will add 1780 tris. For a whole field a bit too much. Maybe for a "hero" object like two or so combined with LoD objects. I baked one branch with apples too and will see how it looks with my other three baked variations. Will check back soon.
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Getting used to it now. Here is first serious tree I work on. Some kind of apple tree. Made a high-poly first and isolated one branch. Used a renderer then to render it and applied on a plane. The branch with leaves got out very nice including normals. I could set up all things like specularity, SSS and so on. Its easy to do because I just need to change camera persepctive a bit and have a varaition branch. Some apples or spring version is not that hard too. Current tree version with only trunk and one branch material. I think it will look better with two or three branch variations. I could split one 1024px texture into four parts and use a 512px space for each variation. last 512px space could be used for decals on the trunk. Its easy to do because I just need to change camera persepctive a bit and have a varaition branch. This tree has 1.700 triangles. Used to test some branch geometry. Flat planes look too cardboard like. At the moment I stick with my bended four poly plane. Will try cross later too. I'm getting there.
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To lightmap or to not lightmap - that's my question
Michael Betke replied to karmacomposer's topic in Game Artwork
If you need some global illumionation you wil have to bake lighting. Like in a interiour situation mostly. But thats all. Most scenes are best looking with dynamic light. -
I had some time and finally got a bit deeper into a high-end tree modeling software which I recently licensed for my regular 3D rendering stuff, like if a landscape architect needs custo mspecimen. I only scratched the surface so far but I managed to make decent game trees and not ones with zillions of polies like most parametric modelers do. It's parametric and I can do clean closed meshes or just stuck cylinder (like mostly used in games). Also large alphas as branches are easy and even vertex painting for adding color/texture/sway variation. In terms of productivity I now can do 20 trees in around 4 hours and not two weeks with all the baking and texturing for the branch templates once I'm more in the tool and got my workflow running. Of course photo references are still important to make believable trees but I will raise my quality bar a lot. I may pursue my custom vegetation service further, like Bohemia does with Linda Tree (http://pro.bistudio....-generator.html). They charged 70$ for a tree two years ago. I have this in mind for a long time but no technology at hand until now. So this small dead tree tests are very promising. Already got one in Leadwerks but with old textures.
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yes I did materials with 8k textures (for terrain). 2k is no problem.
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The new Toolbar: Is there no edge-mode? I see vertex,face,element but no edges to pull.
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Looks like le2 on steroids!
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what are those scrollbars on the viewports?
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Medieval Model Collection in the wo..done.
Michael Betke replied to Michael Betke's topic in Showcase
Its not a bad thing if you get other stuff from me then. ;) Good points with the other models. I just forgot about the water wheel. To be honest I thought the pack will sell more. Not even five got sold the last days. Don't know why. I could lower prices a lot but all this under-cutting in the game-model world is not a good thing in my opinion. And I advertized on quite a lot sites. I'll be busy with some projects from now on but still think about a rural near east set now. But really no idea what people need. -
Medieval Model Collection in the wo..done.
Michael Betke replied to Michael Betke's topic in Showcase
Why? It's no "come on buy it!" stuff in here. I showed a work in progress thread like anyone else which got finished. thats it. No price, No features, nothing. Only a small link and it was released exclusive for leadwerks users two days earlier. I still use Leadwerks to test all packs in real-time.