I am going to analyze various possible texturing methods later during the project. Another option for the tree texture that might be better though (more economical by using smaller texture) is to create a high quality tile-able tree bark texture, and use it as a colour map, and to create a normal map of it in Photoshop using a little plug-in called nDo. Also, the tree bark texture could be created with a specifically made alpha brush, and then baked into a normal map. Then I can import these basic meshes, created in Maya, into ZBrush to create more natural geometry deformations using various sculpting tools that are available in ZBrush. The image below shows a few tree meshes created in Maya. One of them is to begin with polygon modeling in Maya, and I have already tried to create a few basic meshes by simple extruding functions. I have a few different approaches in mind for the tree modeling. ![]() There is a possibility that more than one of these methods might become useful because the trees in the scene have various purposes some of them are far away in the background, and some are in close up shots, and that means that some of the trees needs to be quite basic, mostly for the purpose of showing a silhouette of the tree, and some of the trees have to be quite detailed for close up shots. ![]() ![]() Before starting the actual modeling process of the different trees in the scene, I am going to research into various methods that can be used, to learn more about ways of creating trees, and experiment with them to decide whether these methods would be suitable for my project.
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