Giant trees done in Quark or Modeling app?
by John Eric Miller · in Artist Corner · 04/16/2004 (9:56 am) · 4 replies
I am in the process of creating a forest of giant trees where the roots of the trees are partially sticking out of the ground at the base of the tree. I am trying to figure out what would be the best way to do the collision for these. I don't want to use one convex shape because I want the player to be able to walk in between the roots and not collide way out from the trunk. When I say giant trees I am meaning 30 - 50 feet in diameter.
I don't require a ton of polygons to get the look I am after so would it be best to do this in Quark or Hammer or in a modeling program. Would the trees be to irregular for dif? I am only worried about the base and trunk of the tree right now. I will do the branches and leaves in a modeling program for sure. My biggest concern with doing them in a modeling program is collision. Would a combination of the 2 approaches work? ie modeling the tree bases and trunk and using some type of very low poly dif shell for collision of course this would create it own challenges getting the 2 to match up. I would appreciate any ideas.
I don't require a ton of polygons to get the look I am after so would it be best to do this in Quark or Hammer or in a modeling program. Would the trees be to irregular for dif? I am only worried about the base and trunk of the tree right now. I will do the branches and leaves in a modeling program for sure. My biggest concern with doing them in a modeling program is collision. Would a combination of the 2 approaches work? ie modeling the tree bases and trunk and using some type of very low poly dif shell for collision of course this would create it own challenges getting the 2 to match up. I would appreciate any ideas.
#2
04/16/2004 (4:34 pm)
I agree with ben - it would probably be best to start working in Quark, and if that proves to be impossible, see if you can use a shell of DTS shapes, or DTS shape "detail" objects to overlay a quark object.
#3
04/18/2004 (7:33 pm)
I am thinking using a simple dif shape overlaying a DTS shape would work best for the collision. Does anyone have any techniques for doing this so the 2 objects line up and are scaled properly?
#4
04/18/2004 (7:47 pm)
There aren't any official guides to doing this; it's currently a bit of a black art, which is why we suggested roughing it in DIF first...
Associate Kyle Carter
I'd try just making it in Quark to start with, though.