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SimFox's non-Asian BATs

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Yeah, I need some good flora too. My two next BATs will need some bushes and small trees, and mine aren't very good, lol. I just found the AEC flora, but it doesn't look as good, and doesn't seem as efficient as what you're describing.


patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    sorry for delay in replying...

    Well, those trees aren't really a low poly thing... Depending on the level of detail (mainly what sort of branches to create) they weigh about 600 - 800 000 polygons each. So 26 trees in the scene make about 15 - 18 million polygons. But as I've been saying many times the simple number of polygons isn't accurate estimate of the render speed. It is how many of those are seen and interact with environment. Simple illustration would be create some gazilion teapots. and then crate a box over them and try to render.

    Trees are created OnyxTree it is a bit hard to get your mind (at first) around program (www.onyxtree.com). But with some experimenting it could deliver totally stunning results. here are some illustration of what it could be in talented hands:

    willow_s_01.jpg

    willow_s_03.jpg

    birch_10.jpg

    apple_02.jpg

    dbm3_test_56.jpg

    dbm3_test_38.jpg

    dbm3_test_25.jpg

    dbm3_test_17.jpg

    Of course making trees in Onyx for use in SC4 one mast take into account the limitations and peculiarities of the game. "normal" tree wouldn't look quite right. Also materials for leaves is a major part that would affect both look and the speed of the result.

    Another way to make foliage is to use particle system. You mane the volume of the tree and set that geometry to emit particles. To make things lighter you can place some sort of leave colored dummy inside and emit particles just on the surface not volume. make convincing "leaf" model and assign it to particles and v

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    Currently: Viewing Forum: SC4 Modding - Open Discussion
     

    Those trees look excellent indeed! I understand the polygon count/rendering time issue, but I figure that those trees and bushes could be rendered as separate props and then placed on the lot - well, maybe not on this one, due to certain limitations, but I'd love to see some of those great models as a prop pack... 4.gif

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    Of course... the main reason to include trees as a part of the model is to have proper shadows (props wouldn't receive them at all, or receive the wrong ones) and to get them into reflections and Ambient Occlusion calculations again for better integration.

    I'm working on floral prop pack though...

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    all right 4.gif I imagine flora recieving the Sim Fox quality treatment shall produce stunning results.

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    I'm going to puke... ugh, those are so good.

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    I did mentioned it, but I think I must stress it again - THOSE TREES aren't mine... I just showed what the specific piece of software is capable of.

    Mine ones are simpler, but I believe are good for SC4. Game it's viewing angles, and scale do create unique challenges that are not normally there for proper architectural visualization. So, naturally there have to be custom solutions...

    I'm working on first set of threes, based on the model seen on RT lot and chestnuts I used on lowrise residential... But my plate is pretty full nowadays so it may be some time...

    BTW if people have any ideas or requests for particular type of trees please post it here. But please do take time and explain your requests a bit...

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    Excellent looking trees!!! I first thought they were real photos lol

    If there is increasing details with numerous polygons for only one single tree will the filesize gets too large?

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    what file size are you talking about?

    Original Max file - YES

    the thing you have in game - NO.

    File size of the stuff in game depends only on its 2d dimensions (sorry), because what you see in game is a largely flat picture. To be very precise, there is very much simplified model Basically a 5 sided box, unless one had decided to go for custom LODs. So 10 000 polygon tree and 5 000 000 polygon tree will be exactly same in terms of game file sizes.

    BTW this could be considered a reason for BATing the LOTs. On a lot assembled in Lot editor each and every prop, flora object is a separate model (albeit a simple one) still if you have say 100 items the polygon count of such an assembly will be well 100 times more than in case of a BATed lot. Now multiply this great many times you have lots in the city and you see the nature of the issue. So this is a pitfall of Prop packs obsession many either don't comprehend or ignore.

    So, it is advisable to bat the entire piece of, say avenue divider (1x3 or2x4 etc) instead of assembling it form 20-30 prop pieces in Lot editor

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    You make a good point with the batted lots there. I think while the lot editor allows for people to have more flexibility in customizing their lots to their taste, batted lots have the ability to look much more realistic and conform with the building better.

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    Ukraina ain't forgotten:

    812f0f9378f5.jpg

    CLICK on picture to see proper Zoom5 view

    this is a "stocky" version, For the game it will be stretched somewhat along Z axis (1,25-1,3). But to ovoide issues with scalling I'll finnish modeling it in real height and do adjustments as at the final stage...

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    Hot dogs linked me to this then swore his head off. Now hotdogs never swears.

    The moral of the story is, your work is so awesome it made Hot Dogs swear.

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    My jaw unhinged when I saw those trees. Then I said "holy !@#$" 3.gif9.gif SO amazingly awesomely... awesome!!!!!!!!! 9.gif

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    It goes without saying that it's fantastic.

    The only thing I can think of to say, is that before you're finished with it, I think it's important that some sense scale is given to all of that massive ornament.


    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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