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How to use polygon like trunk and branch for tree ?

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  • How to use polygon like trunk and branch for tree ?

    Hello all, I am working on a tree which has very tiny very large amount of fringes so branches and trunks are not important to see all.

    I added an attachment which describes what I want to do.

    I need is to give fringe like looking on surface. I will put this in a game so I do not know if that is okay to put thousands of triangles so just putting a polygon vertically and rotate it about 35 degrees repeatadly duplicate will gibe fringe like looking.So if I able to use this kind of pattern I belive that is goin to be very easy. Now, how can I use this kind of mesh pattern which will work like clyndrical trunk and branches ?

    Thank you.

    Note: Another accepted solution could be ; being able to add sub leaves on existing branch like leaves. When I add sub leaves on existing leaves that is not applied correctly leaves are goin irrevelant paths.
    Attached Files
    Last edited by gomi; 01-13-2018, 08:26 AM.

  • #2
    Hi,

    You could use the Mesh Frond generator for this, and it would be a lot easier. So create a 'Mesh Frond' Generator, then under the generator's 'Frond' group you will see a property named 'Count'. By increasing the 'Count' number, you are adding more fronds that cross each other the exact way you describing.

    Hope this helps!

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    • #3
      Originally posted by gomi View Post
      Hello all, I am working on a tree which has very tiny very large amount of fringes so branches and trunks are not important to see all.

      I added an attachment which describes what I want to do.

      I need is to give fringe like looking on surface. I will put this in a game so I do not know if that is okay to put thousands of triangles so just putting a polygon vertically and rotate it about 35 degrees repeatadly duplicate will gibe fringe like looking.So if I able to use this kind of pattern I belive that is goin to be very easy. Now, how can I use this kind of mesh pattern which will work like clyndrical trunk and branches ?

      Thank you.

      Note: Another accepted solution could be ; being able to add sub leaves on existing branch like leaves. When I add sub leaves on existing leaves that is not applied correctly leaves are goin irrevelant paths.
      Yes I did it here is another problem when parts are differed my texture looks like enlarged by one way how can I scale the texture to fit the scaled mesh correctly ? I added a photo. If I able to scale that's going to be perfect.

      Comment


      • #4
        Hi,

        When you apply the texture to the Mesh Frond, it should be mapped correctly. I am assuming you are making the Frond -> Shape -> Width a lot thinner, so the mapping becomes distorted. You should try to keep the ratio to prevent the distortion. You can make the Spine -> Length longer, which will proportionately make the whole mesh frond larger, same with Generation -> Size Scale.

        However, there are only 2 ways to fix the mapping using this approach:
        1. Is to export that mesh, take it to a outside 3D program and remap the UVs. Then you can import that mesh back to ST and apply it to the Mesh Frond generator.
        2. Create a second texture where the texture repeats itself and is longer, so it accounts to the distortion by altering the image ratio.

        Hope this helps!

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