When
setting out to create the trees for Ether, the team had the idea of being able
to change the seasons on the fly, so for example, one minute it would look like
a summer day, the next it would turn to autumn. From the get go, I had this in
mind and I was able to create a system that allowed for us to do that, by
slightly tweaking the grass shader I made earlier on in the development
process.
Apart from
that, making trees that would hold up to the Ether style in a fast and
efficient manner would prove to be quite hard. Modelling trees in an singular
fashion, creating enough variation and making sure Uv mapping them in the
traditional manner would have taken an extremely long amount of time, and since
we’re a team of 2 artists, I had to figure out a system that would allow me to
create trees in a fast manner, UV map them with ease, and for them to allow for
an almost modular approach in their creation workflow.
The
following explains how I go about making the trees for Ether and how I managed
to create an efficient workflow for a small team.
The first
thing I did was create a spline that would define the shape of the tree. Each
branch would become a separate spline. After this is done, I made a cylinder
and edited it to make it resemble a tree trunk or branch. Once this was done I UV mapped this piece. The
idea behind this method is that we will now duplicate our cylinder and create
an INSTANCE of the original. This will ensure that every time we need to edit
our branches, we can just edit the original and not have to worry about akward
rotations or positions that our branch will take.
Once we
have our instanced cylinder, we apply the “Path deform” modifier and stretch
the cylinder to follow the shape of the branch. After making a few of these
branches, we will have the skeleton of our Tree. Now we can paint the texture for the bark. In
this case, for the Oak, I made the following texture:
Now it’s
time to make the textures for the leaves. One thing I must note is that when
texturing the leaves, I didn’t want to create extreme colour variations. The
reason behind it is that to ensure the transition between summer and Autumn
doesn’t end up having unrealistic coulours like blue leaves!
Once this
is done, we can create a plane that is Vertex painted (in order to work with
the wind expression) and apply our leaves texture. With these planes, we can
now create a clump of leaves that we can place as branches and create the
canopy of our tree.
The final
result in udk is:
And to show the season changes:
Here is also a Forested area created with the trees and foliage:
Here you
can find a video explaining the tree making process:
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