The tree looks fine, at least for me. The definition went to the sides;Even though it sacrifices height segments, it keeps the overall form of a tree and cuts down on the tri-count. It's coming along nicely, though the flora in the back in front of the gate seem to lack variation in size. I love it all though.
Agreed with everything. But if you look at that tree and the rock next to it, you can clearly see a big difference in tricount (or smoothing groups if that matter). It should maintain a specific detail to match the overall environmental detail, imho.
I believe that is what's called consistency and yea, you're totally right about that. I don't know the intentions of the tree itself, but usually fauna, in the tree category, is placed in clusters and such. I mean, I'd love for there to be that extra bit of resolution in the mesh, but ultimately the artist had his or her reasons. As for the the little rocks, they're generally sharp corners and UV splits(If needed[Boosts vertice count and makes proper hard-surface)] It's probably just the many darker tones of color and surface detail in the texture that emulate smooth corner transitions.
Damn. Those 3 screens are beautiful. Each pixel represents a step closer to the finished product, but it's also pleasant to see the progress you fine gents are making. Very decent of you to give us updates. :)
little blood over here and there ,some dismembered heads and limbs
and the scenery will be perfect ;p
Cool!
But, isn't that tree a bit too "blocky"?
The tree looks fine, at least for me. The definition went to the sides;Even though it sacrifices height segments, it keeps the overall form of a tree and cuts down on the tri-count. It's coming along nicely, though the flora in the back in front of the gate seem to lack variation in size. I love it all though.
Agreed with everything. But if you look at that tree and the rock next to it, you can clearly see a big difference in tricount (or smoothing groups if that matter). It should maintain a specific detail to match the overall environmental detail, imho.
I believe that is what's called consistency and yea, you're totally right about that. I don't know the intentions of the tree itself, but usually fauna, in the tree category, is placed in clusters and such. I mean, I'd love for there to be that extra bit of resolution in the mesh, but ultimately the artist had his or her reasons. As for the the little rocks, they're generally sharp corners and UV splits(If needed[Boosts vertice count and makes proper hard-surface)] It's probably just the many darker tones of color and surface detail in the texture that emulate smooth corner transitions.
Yeah. You're probably right. Let me ask Kieran then. :P
I didn't work on this scene btw but we did purchase the trees and rocks etc. from the unity asset store
Thanks for pointing that out mate. :)
Damn i just had a shower.... now i've got to take a shower again.
Damn. Those 3 screens are beautiful. Each pixel represents a step closer to the finished product, but it's also pleasant to see the progress you fine gents are making. Very decent of you to give us updates. :)
PS: I think RoyalWatcher has a broken jaw.
Thanks for all the comments guys!!