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DennisB

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    Dennis@DigArts
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  1. Thought I'd post some examples of things I'm seeing done using Jungle DVD and Tree Forestry tools for game texturing. The tree textures are mostly branches applied to positioned, flexible, billboard panels or cylinder sections, for wind animation. The example shown below applies them to more organic meshes. I think they fool the eye more efficiently by enhancing the way light falls on the modeled form. The other examples are small extracts from tiling ground textures. The originals are 2048 although they're used as 512s I suspect. Moreover, they were painted so the foliage can be segmented by plant using layer alpha and then positioned as elevated layers of ground cover using mesh forms. It would be interesting to see what these would look rendered having been first converted HDR images and applied to smoother mesh forms. With that in mind, anyone have a recommendation for HDRI conversion using Photoshop, a preferred tutorial or script? Is it even practical? Dennis http://www.gardenhose.com
  2. Hiya Mantas. Nice work. I'm not a Vue user at present and most everything I'm doing with trees involves texturing techniques with standard objects (cylinders, planes, etc) and deformed meshes for realtime 3D space. I just have no experience with higher poly counts like you guys are doing. I have seen some amazing stuff though, and I'm excited by the potentials I've encountered, rudimentary forms though they are. One of my oldest customers in France recently moved to the PS version of my main product and quickly posted a Vue tutorial on a texturing technique called Texturing for 3D Trees. It's pretty cool and translates to most any mainstream 3D application. I work in 3D where bandwidth is critical. So, it's mostly too heavy an approach for me, at least with small trees, but I've done something similar with larger trees however. Then there's grasses, which I'm exploring now. Some of the fields tests are really quite interesting, using mixes of different wild grasses as a horizontally seamless tile. Low poly count and very nice effects as seen below (midday, sunrise and sunset). These are little 256x 512 reductions from larger screen captures, but you get the idea. The textures are 512s reduced from 2000 to 3000 pix originals. So, high rez textures are easier. To offer an opinion about your larger question, and I don't use tree generators, I think deformed meshs have great potential, so long as you know how to approach texture creation and have the tools to make those textures possible going in. Baking the textures can add a lot too. My two cents anyway. Dennis DigArts http://www.gardenhose.com
  3. Passing this along since someone finally did what I've been threatening to do. That is, demonstrate how using simple image elements to create limb and foliage variants for tree/3D renderers can create unique results. In this case, he uses Vue as renderer and images from my tools. I'm not that familiar with Vue, except that it has a reputation for handling foliage well. So, I was interested to see the technique applied here especially. I guess the point is how easily this translates to any tree renderer, or 3D application. Most, of course, already come with their own textures and tools, but this basic approach allows for the same result in Max, etc using textures of your own creation. This example applies only a sprinkling of blossoms (textures), as though the first buds of spring to these otherwise bare tree models. The rendered result is really quite effective, at least in my biased opinion Dennis http://www.gardenhose.com
  4. I've been playing with hedging a bit, but mostly in game spaces where poly-counts limit the types of primitives I can use. Still, I thought some of these might offer an interesting demonstration of alternatives. It's not apparent here because this primitive (a kind of normal map or parametric surface) has been elongated so much that surface deformations originally added to get rid of the cylinder's perfectly smooth surface geometry are lost by the stretching. Still, it's not bad. The real task, IMO, is producing a single foliage texture that addresses the directional nature of the hedges two sides as well as the top. Creating a texture of that sort is a problem absent an easy way to address the growth characteristics of the plant's foliage. This example uses four primitives for the hedge and one for the hedge footing (stems). In a less demanding environment a much more detailed result should be possible, beginning with a modeled surface that is more accurate to the asymmetry of plant surfaces. In my haste to work the texture problem I neglected to add the underlying stem and branch structures beneath the foliage. Still, this is a simple 5 prim hedge that required creation of two 512 alpha'd TGA textures. Together, they took 20 minutes to create. (The ground prim and tree textures are added as presentation embellishments.) Dennis @ DigArts http://www.gardenhose.com
  5. As long as the walls are lit similarly, and uniformly, it's not really a problem. Here's the seamed section of the wall above (see seams.jpg & no seams.jpg below). I've made the wall a tile in other words, and positioned it to display the seams using pattern features found in Painter (v.6 - v.10). Once you can see the seams like this, it's simply a matter of selecting, copying and pasting similar sections over the seams. In this case, I made about 6 simple rectangular selections and pasted them as layers along the seams. I didn't even soften the edges of the layers, which would smooth transitions. I did use a cloning brush to disturb the straight edge where the moss grows along the ground, thereby making it more a function of the wall rather than defining the ground level. In all, it's about 5 minutes work, very quick, very simple. And since you can then clone your layered image (think Image: Duplicate: Merged in PS) and capture the image as a tiling pattern, it's quite easy to test by using it as a fill, but at a smaller size so any objectionable patterns of repetition show up. This is a powerful feature, and it has been around since 1999. I'm not really that much of a 3D modeler, but I find Painter an indispensible tool for working with textures. I'm always surprised that more 3D artists don't know about it. That probably has more to do with Corel's marketing insight and wisdom than anything else, however. Now here's the rub. That just opens the door. Once you have made the wall a tiling pattern, you can paint with it (see wall.jpg). This wall example is just a simple brush stroke, but note how the texture bends as it scales. Well, it can do alot more than that. How about being able to lay down a matching complex alpha with the painted pattern, and making the result a tiling pattern too, simply by chosing to paint it that way, no post processing necessary? Dennis @ DigArts
  6. Heh. For me, the issue is translating the physics of the 3D environment I'm currently working in to the assorted rigging commands for the applications you guys commonly work in (3DS or Maya). While it's simple stuff where I am, I usually scratch my head in utter bewilderment whenI look at the 3DS command variables. Blender is even worse
  7. I've been playing around with textures for animated trees. The goal is a low poly, easy solution that can react to the physics of wind in a naturalistic way that's still highly efficient. Anyway, here's a very poor >6 fps capture of an on-the-fly or realtime render. The wind wasn't blowing very hard that day either So, the effect is nearly stop action. Of course, 24 or 30 fps looks more natural. The point is that the movement of fronds on each tree is a function of nine independent axes. I'm curious if you guys have any need for this kind of stuff [at higher resolutions]. I've already adapted one tree collection product for this use at 512 sizes, but I don't know that you're working in circumstances where these kinds of physics (wind) are employed as they are in games only at higher rez. Dennis @ DigArts http://www.gardenhose.com
  8. Of course Maantas. I'd be happy to talk with you. I resist posting my email address in public forums anymore despite the best efforts to block spam spiders and bots. So, please go to my site and use the email link in the menu frame and send me an email that way. Looking forward to hearing from you. Dennis @ DigArts http://www.gardenhose.com
  9. DAZ 3D™ Announces Free 3D Exporter for Adobe® Photoshop CS3 Extended: Now Artists Are Free to Add a Large Variety ... PR Web Thu, 12 Apr 2007 0:50 AM PDT DAZ 3D, a leading developer of professional quality 3D software and models, announced today the release of a free U3D content exporter included as part of DAZ/Studio 1.5 (also available for free). Now Photoshop users of all experience levels can quickly combine 3D models into their existing Photoshop projects. With the ability to manipulate the 3D models inside Photoshop CS3 Extended, users can ... Strata's announcement was yesterday. But as I recall, CS3 Extended's 3D functionality is really Max-centric and so you may see something quite similar from them, provided it isn't seen as weakening or ceding the 3DS market position to Adobe. Could be a third-party solution as well.
  10. This sounds like a problem for CS3 Extended, if I understand you correctly. As I recall, it will bring in your 3DS objects and let work on them there (the textures at least. Not sure if or how much you can alter the model itself). There's an Adobe video out there that explains/demonstrates it. I don't know if it was released for public consumption, however, and so I can't direct you with a URL. It was slick though Dennis @ DigArts http://www.gardenhose.com Tree & Foliage Tools for Photoshop
  11. I recently did a couple of short video tutorials. One is on using a simple PS Action to create brush tips from image layers. The second tutorial shows you how to remove drop shadows from image layer edges. They're both product centric, but the principle extends to any image layer and offers a quick way to develop a production brush palette. These are first try videos. So, don't expect a lot of polish. They make the points well enough though I suppose Download the actions along with the small example files used in the videos. If nothing else, you'll come away with some handy knowledge and 20 foliage brushes. http://www.gardenhose.com/videos.htm Have fun, Dennis @ DigArts http://www.gardenhose.com
  12. Nice support for 3D. I expect many here will like the features, a lot
  13. You could load a selection from the text and transform the selection, but you'll still end up with a rasterized result if you then fill on a new layer. So, you would want to make a path from the transformed selection. Or.... you could make a path from the text selection and edit that using the path selection tool. Either way, you end up with vector like text, it's just a matter of where you do the edit, as a selection or as a path. What are you trying to accomplish, crisp vector like edge detail? BTW, hi Nisus
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