![skyrim purple tree trunks skyrim purple tree trunks](https://64.media.tumblr.com/f00c75f8a8f792166c21b434263c9157/tumblr_ouwrd63zEH1uzouo7o1_500.jpg)
Whatever you don't know is your enemy - so you need to sniff the enemy out, and destroy them.Īs a place to start, just make the trees to the quality you want to see.
![skyrim purple tree trunks skyrim purple tree trunks](https://i.pinimg.com/474x/4e/e1/33/4ee133fa0afb3b37369f993119c274d9--headless-horseman-one-tree.jpg)
It's very important to differentiate between what you think you know, and what you know. It's really the only way to figure out where specifically you are hitting performance bottlenecks.
#Skyrim purple tree trunks how to
If you don't have somebody who knows how to do that, you'll need to learn. Work with your programmer to use tools like the profiler (maybe it's called something different in UE4). try to get a basic demo built quickly, run test in engine, and then you'll have real data you can act upon smartly. Little red, very little purple and nearly no white.ĭon't rely on speculations. Other tips included using a very noisey normal map for distnace LOD's and billboards, and decreasing the alpha falloff to retain a more realistic look from a Actually, that's a pretty acceptable amount of overdraw, to me. So, to put it more clearly : stack several leaf/branch textures into a single "card", have the card follow the general outline of the textures, rather than a million tiny cards holding an individual branch. This way you can use less cards overall and still get a dense look. IIRC, some tips included making your "cards" the basic shape of your fronds, making those larger and putting several branches/fronds inside each. it was a bunch of great tips for natural environments in game engines, focusing on photorealism but still meeting realtime performance needs. I've been trying to find an article I found on here not too far back. In my case, it allowed me to make like 20 different, well-optimized vegetation models in a few days (and that was several iterations of each)- without having any prior vegetation asset creation experience. So this is just a suggestion for a tool I found helpful. But, only you know all the factors you got to juggle to get your work done. In any case, the program is month by month payment, and it's $19, IIRC.
#Skyrim purple tree trunks trial
You should be able to do a free trial of speedtree for ue4.
#Skyrim purple tree trunks full
Beside my utter lack of cash, I want to have full control over what I'm trying to achieve, which means "handmade" should be the buzzword of the day. Please, no 3rd party softwares, especially *pay-wares*. What is the "best practice", which tutorial is the one that depicts the most acceptable industry standard, what guide should be my bible? Ok, I'm overexaggerating, here, but you got my point, I believe. So, how may I make my tree(s) look lush while keeping polycount and quad overdraw at acceptable levels, levels that would ideally allow me to instance this tree so many times that the amazon forest would bow its head.? But I cant go wild with that, I've been taught that too many *blank* areas would paint the quad overdraw view in full white.which is bad, very bad, worse than "crossing the streams". The most obvious workaround (to me) would be using *cards* and alpha cutouts. The shader complexity/quad overdraw view in UE4 showed some reassuring colors, though, which is nice. My first reaction has been "unacceptable!". The trunk, at the base of the first branches, is about 2.5m tall, and with this notion in your hands you can quickly guess where the main problem with this model lies: leafs are way too big, there should be more of them and they should be like 1/4 of that size.Įach leaf takes 7 triangles, they are clustered into groups of three, then applied 5 times onto a twig (13 triangles), which in turn is instanced 100 times (through Blender's particle system) all over the branches.Īdd the trunk's triangles count and you get well over 12k. Please, ignore the absence of a normal map and the abysmal color picked for the very basic shader applied to this mesh.Įverything you see is made of pure polygons, no alpha cutouts at all, the shader itself is set to "Opaque". Obviously too much, for a tree that is going to be instanced as mere foliage. The main body of the tree (the trunk + the main branches) is as low as ~570 triangles, while the leafs make this number skyrocket above 12k(!!). Now, as a mere test I've modeled a tree of my own. I've been told again and again that a higher polycount is always preferable over the dreaded "quad overdraw" because of how well/awfully UE4 handles them. I've read countless forum threads (including Polycount's wiki on foliage) and watched as many YouTube tutorials, and all claim to preach the ultimate method, be it cheap/quick, quite complicated, or a plain shortcut (via 3rd party softwares, that is). My current task as a junior (read: newborn) member of a very small indie team is to make trees for our UE4 project.