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Old 18-12-2008, 03:00 PM   #1 (permalink)
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Arum Lillies

Hi all I've updated the images of my Lilies with some screen grabs from Maya which I'm much happier with. I've also reduced the Poly count on the leaves.

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Here is my Arum Lille that I've just finished and put into Unreal Ed.
I was asked to have a go at creating them in the style of a drawing I did a while ago.
Still not entirely happy with the lighting, had a few problems with the light maps in Unreal.
All crits welcome

Screen Grabs from Unreal 3
Attached Thumbnails
arum-lillies-aremlillie.jpg   arum-lillies-arumlillietexturemapsoptimised.jpg   arum-lillies-wire.jpg   arum-lillies-shotfromunreal.jpg   arum-lillies-mayascreen2.jpg  


Last edited by wolfsage; 30-01-2009 at 06:12 AM. Reason: Updated Images
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Old 18-12-2008, 03:30 PM   #2 (permalink)
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My crit would be optimise it.
It has so many triangles on the leafs that are not seen.
Try to keep this as simple as possible.
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Old 18-12-2008, 03:49 PM   #3 (permalink)
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Quote:
Originally Posted by Dennispls View Post
My crit would be optimise it.
It has so many triangles on the leafs that are not seen.
Try to keep this as simple as possible.
I definatly could have optimised the stalks and hidden bit's inside the flowers,
but do you think I should have reduced the poly count on the actual leaves aswell?
I was trying to hightlight the shape of the Arum's leaves there not flat but ridged, maybe I needed to highlight that more you can only realy see it from the side.
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Old 07-01-2009, 06:41 AM   #4 (permalink)
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Woah...lol. I love seeing foliage for games, but yours are heavy. Right in the centre of the leaves, there should be none of that. If you want to show the curvature of the leaves, make a cut between the centre and outer edge of the leaf and pull that edge up, but get rid of all those tris in the centre. Then, get a good spec map going and that will show off the curvature of the leaf.
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Old 08-01-2009, 08:46 AM   #5 (permalink)
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Ahh, yes I see what Dennispls was getting at aswell now.
Guess I could strip that whole lot out.

Glad you like them
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Old 30-01-2009, 06:09 AM   #6 (permalink)
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New render from Unreal 3

I've added an Alpha Mask around the edges of the leaves to soften them, and hide the sharp poly edges

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Old 30-01-2009, 04:46 PM   #7 (permalink)
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It's still way to complex, this could be made with max. 250/500 triangles I think?
I don't know how many yours is, for some reason you don't mention it?
Either way, if you wanna use that in game a lot, it will be taking away so much of the complete scene that it just isn't an important enough asset to have at this quality.
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Old 02-02-2009, 06:05 AM   #8 (permalink)
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Quote:
Originally Posted by WesleyTack View Post
It's still way to complex, this could be made with max. 250/500 triangles I think?
I don't know how many yours is, for some reason you don't mention it?
Either way, if you wanna use that in game a lot, it will be taking away so much of the complete scene that it just isn't an important enough asset to have at this quality.
Oh totally, I agree this is way to complex for use in most games, its about 5000 polys altogether. If it was the main focus of an area for some reason, you should get away with it.
Depending on the engine of course.

I just did this for fun as I was asked to have a go at making a photo real version of my drawing. I do think plants are often quite neglected in most games though, probably due to huge amount of polys they'd use otherwise...
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