artmonky Posted April 25, 2018 Report Share Posted April 25, 2018 Hi guys, Does anyone have any tips for using growfx for game production? Am looking at a top polycount of 5000 pol Example below of some of the results I'm getting so far Quote Link to comment Share on other sites More sharing options...
Tobitobs Posted April 28, 2018 Report Share Posted April 28, 2018 Hello artmonky, 5k Poly is quite low I'd say... you have so much empty space in your twigs, in some engines it is better to have more poly but have less "wasted" space in the opacity map. I think you should work with LODs, the low poly flat branches dont look good when they are close to the viewer or is your game more "stylized"? And which game engine are you using? Cheers Quote Link to comment Share on other sites More sharing options...
artmonky Posted April 30, 2018 Author Report Share Posted April 30, 2018 Hi Tobitobs, Thanks for the feedback. We are using an in-house engine and currently have no option to display alpha overdraw. The trees also transition straight to impostors, but you wouldn't be able to tell the difference as the code team have done a great job with this The decision to go with this style of leaf cluster was so we could change the leaf clusters on any tree to give it a different look. Its very similar to older versions of speed tree handled it. Should be pretty easy to optimize these if needed (I think they will need it). However I think I may have previously made the leaves far too small. I've rendered them again and feel they have a much better look. Also looks a lot better in substance painter which is closer to our in game look. Just looks awful in max even after applying custom normals Quote Link to comment Share on other sites More sharing options...
artmonky Posted May 9, 2018 Author Report Share Posted May 9, 2018 Had some time to reduce the wasted space on the leaf clusters. The whole tree lights a lot better than before and am not getting the same issues with 'flat branches'. Coming it at 10k now and hope the reduction of alpha will balance out the poly increase Quote Link to comment Share on other sites More sharing options...
mtc Posted March 15, 2021 Report Share Posted March 15, 2021 Hi artmonky, I know that some time passed from your last comments, but is there a chance you kept working on this? I am interested how far you have developed the workflow Best! Quote Link to comment Share on other sites More sharing options...
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