)
"reaper47" said:Yeah I reckon, but this was actually quite easy to do.
I always found that modeling nature (especially trees) is among the most difficult things to do.
"Riven" said:Ah, good idea, I'll be sure to do that next time.
I think I would have set each layer row a little closer together and rounded off the corners so that it minimizes the chances of seeing the straight-on side view of the thinness of the polygons.
"Riven" said:Yeah for sure, the next one I make I'll use my own texture. I actually started to make my own texture but it was taking along time and I wasn't concerned what texture I used for this practice model. If I had a better source photo it would have been much quicker, I think I'll take my own photo next time.
Maybe create your own skin to make it completely yours.
"haymaker" said:Well I wasn't going to but I guess I could upload it as a download here.
are you gonna release it?
"haymaker" said:Hehe, I don't think I'm quite close to modeling a decent tree yet but when I am I guess I could make a free one for you. But if you want one now you can always buy one from somewhere like Turbo Squid and compile it for the Source engine.
And how much $ for an arbutus tree
Riven said:Yep, 3ds Max 9.
Looks like 3DS MAX from the looks of his taskbar programs in the first image.
reaper47 said:High poly indeed, for such a simple model, if you look closely he has modeled a couple\\bunch of small little leaves, which is nice, but i really think you might wanna optimize it a little.
I might be getting old, but a polycount of 460 strikes me as a little high for a model like this?
reaper47 said:Perhaps, but considering that computers are more powerful now than what they where in 2004 and the fact this model is 325 units long and 110 high, I'm not terribly uncomfortable with the polycount.
I might be getting old, but a polycount of 460 strikes me as a little high for a model like this?
"yodalman" said:I'm using 3ds Max 9, I don't think it's the latest version anymore. After 3ds Max 9, they started naming them in years eg. 3ds Max 2009.
Also what version of max are you using, just wondering :>
"yodalman" said:I don't, I think I could texture a car though.
Hey, uh, do you by any tiny chance have any experience texturing cars?
aaron_da_killa said:Yea, that's what I meant.
I think I might actually decrease the amount of polygons on the side shoots (the mapping equivalent of decreasing the 'power' of a displacement) because the side shoots look flat anyway.
reaper47 said:Ah righto.
aaron_da_killa said:Yea, that's what I meant.
I think I might actually decrease the amount of polygons on the side shoots (the mapping equivalent of decreasing the 'power' of a displacement) because the side shoots look flat anyway.

aaron_da_killa said:I like the flowers.
What do you guys think about the flowers? Should they stay?
).reaper47 said:Basically what I did was browse CG Textures and Google for a decent photo I could make into a texture and when I realized it was taking too long I decided to open up the various gcf files I had containing materials and found a Half-Life 2 Episode 2 texture that was similar to what I wanted and I used that.
Not just mixing random pictures of leafs with an alpha channel (to be fair, I don't know whether you did that).
"reaper47" said:My thoughts exactly.
It's the kind of little detail you notice subconsciously. If you have doubts about the flower (as I, on some level, have as well), you're probably thinking "does a plant like that have flowers"? Flowers that big?
If you have a natural reference you always have the a perfect look-up and don't have to worry.
reaper47 said:Very good point Reap! -I second that!
If you have a natural reference you always have the a perfect look-up and don't have to worry.