Tuesday, November 19, 2013

ET17 Production Week 9 Progress

Created a new model in SpeedTree, this time adjusted to have no exposed trunk sides and more leaves.


Here, I also lowered the level of detail by decreasing the number of segments for the branches in the Modeler, making it easier to load in UDK.

There may be some minor differences in the photo above, but because of the lower level of detail and the decreased amount of segments/vertices, the bare branches look sharper and are made of less polygons. 

 
When put into wireframe, the difference is more apparent as in this photo, the trunk was also revised to have a lower amount of vertices. Up close detail would display the lower amount of segments.

 
  Here is the model in UDK, fully textured and seen from up close. Just looking at specific branches would display how low the level of detail is in certain places; for example, the branch on the right is nearly rectangular, almost perpendicular to the trunk.


The tree is now ready to be applied in game along with the other assets.

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