So, quickly after we finished our
stylized house project and submitted we had the last two weeks of
term to complete two trees to fit into our medieval style village.
The idea for this project is to have a better idea for creating
organic forms in 3ds max, and as games are heavily populated with
them, we start with trees. I admit I did struggle with this project
in the first week and had to re-do my tree several times as I was not
happy with it whatsoever.
Initially I wanted to model a Japanese
style maple tree and a willow tree, but during the first week I
encountered problems that I couldn't move past, which meant for the
hand-in, I had to change what types of tree I was to model.
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Flatshader of my Oak tree model |
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Flatshader of my Oak tree model |
I started the week by trying to model a
willow tree, but when it came around to texturing and placing the
leaves, I didn't have a large enough tri budget to bulk out the
canopy of the tree effectively. Therefore I moved onto modeling
something more simplistic with big clumps of leave forms that I could
model as one oval with alphas sticking out, whilst keeping with to
the style guide – an Oak tree. The process started with a mood
board; picking out forms of the branches, trunk and leaves. After
this was completed I went straight into modelling, and in hindsight
it was probably wiser to draw up some concepts and figure out how I
was going to model these trees whilst conforming to the tri budget.
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Areas of the oak tree look sparsely populated with leaves - should have populated the underside of the canopies
as that is where the player would have been looking at most. |
I used the spline tool to model the
trunk and pulled around verts to make the tree look somewhat
stylized. I also used the spline tool to create a branch, and
duplicated this branch, scaled it and rotated it to create the
others. We were allowed three texture sheets, two for tiling textures
and an alpha texture sheet. Although I utilised all three, using the
tiling textures for the bark and the blocky mass of the leaves under
the alphas, I feel I should have tried to spend more time stylizing
the textures.
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Undercoat leaves texture and birds nest detail. |
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Tiling bark texture |
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Oak leaf alpha |
If I could have done this week again I
would have just continued modelling the Willow tree and just
have made it aesthetically nicer and spent more time on creating the
alphas and texturing and modelling rather than having to rush the Oak
tree because I ditched the Willow tree.
I'm definitely going to have to revisit
this project and spend more time on modelling trees in my spare time
as I am thoroughly unhappy with the outcome and it's vital to improve
on modelling organic forms.
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Final Render |
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Final Render |