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September 25, 2009
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AC: Great Tree by natetheartist AC: Great Tree by natetheartist
I re-optimised and re-unwrapped the great tree.

[edit: dropped saturation and changed hue of leaves]
[edit: fixed seams, added moss (though from so far away, its hard to notice, adjusted colors, re-oriented bark-flow]
[edit: dropped a few polys]

The tree is very large, so I will probably not optimize its topology too much farther, as i want to have a smooth read, even if the player stands on the roots.

I will also be adding moss and roots to the base.
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:iconredvanda:
RedVanda Featured By Owner Oct 29, 2012  Student General Artist
Its nice to see a technical render in this style.
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:iconvanglory:
Vanglory Featured By Owner Dec 4, 2011  Student General Artist
Nice done !!!!! Please say to me how do you make the normal maps from your objects... and texture was made in some image editor? I begin recently in a game college here in Brasil and I'm fascinated for your proces.
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:iconouidart:
ouidart Featured By Owner Jul 7, 2010  Hobbyist Digital Artist
nice work really like the flow of the texture over the tree

I'm looking to make something like this
after creating the low poly and the hight poly did you generate the normal map firs tand then texture the tree ?
should i be careful when creating UV or just?
for the normal map did you use 3d max or
the XNormal app ?
one more question :#1: how long did it takes you
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:iconnatetheartist:
natetheartist Featured By Owner Jul 8, 2010  Professional Digital Artist
I made a base mesh from a cube in max, exported to zbrush, sculpted, exported normals from Zbrush (or maybe brought the high-poly back to max, and baked... don't remember) I used ZAppLink (zbrush plugin) to create the base texture from simple photo-ref, then painted the rest of the texture together in photoshop.

Took me a night to do.

The leaves are just planes with some bends, hand painted.
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:iconouidart:
ouidart Featured By Owner Jul 9, 2010  Hobbyist Digital Artist
thank you
this is very helpfull
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:iconwoodfog7:
woodfog7 Featured By Owner Feb 8, 2010
Whats that thing thats right side from the texture map?
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:iconnatetheartist:
natetheartist Featured By Owner Feb 9, 2010  Professional Digital Artist
you mean the normal map? (purple square)

That defines the manner in which light should influence a pixel of the texture, based on its position in 3d space.

Is that what you were asking?
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:iconwoodfog7:
woodfog7 Featured By Owner Feb 9, 2010
yes ,I don't how to make or use it.
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:iconeverto-phasmatis:
Everto-Phasmatis Featured By Owner Jan 16, 2010
you sir are amazing!
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