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hedge creation?

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    hedge creation?

    Ok does anyone know how about going about this? In 3ds Max I would need a leef but in UDK I'm not really sure how I would got about it. I presume it has something to do with oppaccity mapping but I'm not sure what else I would need to do to scatter it.

    #2
    So does anyone have any idea's? all I have at the moment is that the texture would like repeating texture aka side by side instead of scattered and the Opacity doesn't seem to be working either.

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      #3
      So anyone got a clue about this? I can only seem to be able to put leaves on each side. which make them look like plants in mid air instead of being over-run around a mesh or bsp.

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        #4
        this really is more of a modeling question.
        i would not try to make hedges with bsp.

        search around for foliage modeling tutorials for the modeling program of your choice.

        Polycount wiki is a good place:
        wiki.polycount.com/CategoryEnvironmentFoliage

        Vig has a quick runthrough of how he made shaped hedges for the past unearthly challenge.
        www.polycount.com/forum/showthread.php?t=67620

        this method of using particles to cover a surface as well would be useful to cover a complex modeled shape with leaves, for instance an animal topiary.
        http://www.andyzibits.com/tut_partic...eneration.html

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          #5
          Thanks for the links but doesn't it mean I be force to UVW map the whole thing? Also I was looking at Bsp but didn't a way to spread leaves across.

          I'm also concerned about texturing it too since I grabbed some textures from the real world to help build realistic textures, not really sure how to go about creating a endless tiles for it. It's doesn't seem to be as easy to make tileless textures with some like floors, etc...

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