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Author Topic: Me again! About low poly highly detailed objects?  (Read 122 times)

Nellucnaiv

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Me again! About low poly highly detailed objects?
« on: July 08, 2018, 04:48:49 pm »

Hi again all,
I seem to ask a lot of questions but I want to learn all I can from all who are willing to share. When creating scenes containing elements with lots of detail, I am aware of the need to keep the poly count as low as possible without jeopardising visual quality. I am currently busy on a project requiring lots of bush and foliage. Some will never be viewed up close but I've tried about 6 different methods of creating a reasonable looking low poly bush but it looks very unrealistic. To get a simple bush looking really realistic one would need in the region of 30 000 points which is undesirable. I'm aiming at 2000 to 5000 tops.
Does anyone have any suggestions as to how to achieve this?
I thank you all in advance for any advice or methods you can suggest!
Thank you kindly,
Ian
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NickE

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Re: Me again! About low poly highly detailed objects?
« Reply #1 on: July 08, 2018, 06:07:56 pm »

Depending on how your scene will interact with the added foliage, you could try billboarding.  This is a technique where you map a 2D image of the foliage as a texture, transparancy map, and bump map to a plane.  You can direct the plane to always be perpendicular to the camera so that the 2D nature of the plane is not noticable.

https://gamedev.stackexchange.com/questions/54871/what-is-billboarding-and-can-should-it-be-used-in-3d-games-to-create-special-ef
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Nellucnaiv

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Re: Me again! About low poly highly detailed objects?
« Reply #2 on: July 08, 2018, 06:44:59 pm »

Hi Nick,
Thanks a lot for that. I'll give it a go. I have done transparencies on a plane before for other things but never used a bump map with them. Looking forward to having a go at this.

Thanks again and thanks for the link!
All the best,
Ian
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