hi
been playing with arbaro.
just 2 hours.
Looks really good…the advantage of povtree, which I have also used now to test, is that povtree generates uvs.It’ s a royal pain to generate UVs , at least good ones and using well th ewhole texture space if like me, u want to use a shared UV for all leaves, so that it fills a 256x256 uv space.
Well, I have got an arbaro model uv mapped this way, using a combination bewteen Ultimate Unwrap (comercial, but i bought it way long ago) and Wings3d Autouv . (similar to lcsm in blender)
I know the settings to get it now, but I’d rather prefer to use povtree just because it generates the uv mapping, as for what is mesh generation I like a lot too Arbaro… Sadly, seems Crossroads3d gives error on importing the *.inc povray file, and the author of Povtree has disabled OBJ export as that’s gonna go in comercial version…clever move…
BTW, with Arbaro+Ultimate Unwrap+wings I can do the stuff. I have noticed (uncheck smooth in export of OBJ!!) that when u know well arbaro’s settings u cad do it as low pol as you wisyh, and as hi pol and organic, as you wish…
with arbaro you can :
-set the leaf resolution
-leaf size, leaf shape, leaf proportion
-density of leaves. distribution of leafs , orientation to light of leafs
-curvature of trunk, with two values and some parameter to make variants. Of also the several levels of branches that u set, with othe rcurvatures. Ability to make it in spiral
-trunk lobes (this adds loads of polys, I prefer do that in texture: actually I prefer to modify the trunk in wings, and weld the trunk to level1 branches, I hate how xfrog (seen the public trees) and arbaro do it as separate meshes, just burried in th etrunk, don’t like it so. That’s why I prefer low mesh, weld in wings, subdivide, but after is uvmapped.)
-angle of lots of crazy things, between branches, etc, distribution of branches, other random seeds, …
Lots and lot more.
I really have liked it.
I was pursuiting such a rather low poly thing, while the leaves and all mid-upper place, be hi poly for game engine paralax slides, a trick done by the engine, it actually pre-proccess the hi poly, later on is just some quads with the hi poly version “baked” , except the trunk.Quite clever coding idea, imho.
So, in bellow shots u’ll see very low poly trung and branches, even leaves, as just did not want a 32 mb file…even so, I could have even made a 1,400 tris trea, quite easily
IMHO, is a pitty Arbaro does not have UV generation, but anyway, I’ll manage, uv mapping is something one way or the other I allways end up doing in Ultimate unwrap and or wings…
http://picserver.org/view_image.php/V008U3BSA42M/picserver.jpeg
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http://picserver.org/view_image.php/F11630E96T1N/picserver.jpeg
http://picserver.org/view_image.php/BVZVF358Z9M9/picserver.jpeg
http://picserver.org/view_image.php/2WL0IF3CC5F5/picserver.gif