Model Release: Z_tree
[:C:]Zer0
10-08-2003, 05:38 AM
I have about 60 model requests.. I dont know who requested a tree so I am going to release it... Upcoming models..... a tank,radios,something else
http://www.kingmaker-mod.com/team/Bull3t/zer0tree.zip
picture
http://www.kingmaker-mod.com/team/Bull3t/z_tree.JPG
the tree is 306 polys ;D
306 polys.
Isnt that a bit too much eh?
but it looks damn good tho :)
Na,thats not to much for the wuality of the model, gj, i will probly use this in landscaft
Quakah
10-08-2003, 06:20 AM
nice job!
floMatic
10-08-2003, 07:04 AM
for tree lines have it to many polys but for an single place is it ok
Mortar
10-08-2003, 10:18 AM
Great work ! i love it !
I think you should show it to the dev team, maybe it could pop up in some maps :)
Jello_Biafra
10-08-2003, 11:43 AM
Where is the origin on this model?
TheNomad
10-08-2003, 12:25 PM
yea, looks nice... GJ :)
Kamikazi!
10-08-2003, 12:26 PM
When loaded in hl mdl viewer, the tree trunk skin is all stretched and there is a face where the skin just cuts of in the middle, sticking out to the left (right if you look from other side).
306 is a bit much,
4 trees is 1224 polys, thats about as much as a v_model.
10 trees is 3,006 polys.
FuzzDad
10-08-2003, 12:40 PM
Kamikazi lives! Yea...polycount on tree's is tough...too few and it looks like crap...too many and it's a lag-athon. One thing though...by placing the masked technology faces high up in the air you do lessen the fps hit somewhat purely from a what-you-can-see perspective (you get increasing fps drops the closer you come to, and interact with, a model tree or bush)
Kamikazi!
10-08-2003, 01:14 PM
You can also design the tree to be 1 way in sections. In my ouitz_tree mdl I have faces you can only see if you are under the tree (not like right under but your perspective under). This is the detail parts of branches.
If you are above the tree you cannot see them, but no one will really care or notice.
Having 1 sided faces reduces polys and still makes the tree look good. Check out my tree in hl mdl viewer with textures turned off and have it flat shaded. You will notice the detail where it counts, looking up through the tree.
[:C:]Zer0
10-08-2003, 01:28 PM
ok Thanks ill redo the tree skin and fix the poly
Kamikazi!
10-08-2003, 01:37 PM
Originally posted by [:C:]Zer0
ok Thanks ill redo the tree skin and fix the poly
Don't be afraid to use a bit larger trunk skin. Like 256 tall and 128 wide.
[:C:]Zer0
10-08-2003, 01:48 PM
ok fixed it it is now 128 polys cut it in half
I fixed the bark a little..
if you want you can use both tree models.. I dont really care.. But put credit!
http://www.kingmaker-mod.com/team/Bull3t/z_tree1.JPG
Quakah
10-08-2003, 02:00 PM
nice, even better :D
FuzzDad
10-08-2003, 02:12 PM
Wow...that's such a good improvement with little or no real effect on the visual presentation...that's good tweeking man...and since I'm the king of tweek I know where from I speak.
Wow, looks good (the second version)! Great work on fixing the poly count!
Monk
[:C:]Zer0
10-08-2003, 02:31 PM
;D I have a hole somewhere in the model because I saw it but its so small you cant even see it ;d
[:C:]Zer0
10-08-2003, 02:38 PM
Originally posted by FuzzDad
Wow...that's such a good improvement with little or no real effect on the visual presentation...that's good tweeking man...and since I'm the king of tweek I know where from I speak.
Thanks Fuzz <3 your maps ;D
[R5]Rainbow_Phive
10-08-2003, 02:50 PM
From looking at your second pic..
That's the way you always want to model. You MUST be a polycount *****, and try to remove as many poly as you can while keeping the model looking nice.
[:C:]Zer0
10-08-2003, 02:54 PM
I am a poly count ***** ;D remember those 603 mortar rounds :rolleyes:
[:C:]Zer0
10-08-2003, 06:48 PM
bump ;d
floMatic
10-09-2003, 07:43 AM
lol polycount bitsh and i`m a highres bitsh?;)
came back from da other world to tell zero dat dat is a nice lil tree hes got there. nice work
izuno
10-09-2003, 10:33 AM
nice tree you have there. I haven't tried using it in a map, but did that question about the origin get answered? we were talking about model origins in another thread a few weeks ago...what was the final take on that? i forgot, but i'm sure someone else remembers and can comment.
[:C:]Zer0
10-09-2003, 01:31 PM
its in the middle
it is defult orgin izuno ill pm you on irc if you want to talk about it
Craftos
10-10-2003, 05:06 PM
Very nice tree, good poly reduction.
Could you create one or two version with slightly different branches? Also each version should have two other variants (now that's simple unlike visual changes) - one with origin at the top and second one with origin at the bottom.
[:C:]Zer0
10-11-2003, 04:44 AM
Im not really a texture artist... I found the leaves on my desktop I think it was from this project.. If someone makes the leaves I could do that... about the orgin Ill release a 3rd tree later today for that
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