I am trying to get my mind around creating foilage in Blender that will ultimately be rendered in another environment. It would have to be exported as a Direct X file. Anyone have thoughts on how that process would look?
Flat sprite-ish and triangulated for performance in a game map file. Most of the detail is most likely going to be in the textures. You could give more phisical detail but it may not be wise with an object that will be used in mass like trees shrubs and leaves.
Here is a couple links to Blender related trees and foliage.
http://members.chello.nl/~l.vandenheuvel2/TReal/
http://yorik.orgfree.com/greenhouse.html
I guess you are referring to flat images that face the viewer at all times. Well, those are kinda boring don’t ya think? ![]()
Flap
Hiya Atom,
Yes, I have seen these. What I am wondering about is process of building them to export to a Direct X file to be used in an external 3D world. The challenge is that the leaves and bark would need to be UV Mapped with alphas of course on top of that. Pretty hard for me to comprehend doing that to such a scale as a plant.
I know sprites are an easy route (still unsure how they work though) but I need to create foilage that at least looks realistic. Thoughts?
Blender greenhouse is amazing!!
SBK, but will it do what I am suggesting?
Thanks in advance.
If you want shrubs, all of your detail is going to come from the textures. What I’d do, rather than try to paint one and hope it looks good, is take say… 8 planes and rotate them around evenly (so from a top view they’ll look like an asterisk sort of thing), and put a material on them with procedurals that’ll look like a shrub or a bush or whatever, and bake that onto a texture with alpha.
Hiya LC,
How would that work when exporting to DirectX? I know the images have to be mapped.
Thx in advance,
Flap
Flap: LCs’ idea would work but the textures on the planes would only show on one side. It wouldn’t realy be a problem if the face was switched on every other one; otherwise only half of the shrub would be visible.