[Phantom Ops] - More plants

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Some plants for Phantom-Ops

001t.jpg

http://www.gryphonauto.com/Phantom-Ops/Images/Maps/001.jpg
002t.jpg

http://www.gryphonauto.com/Phantom-Ops/Images/Maps/002.jpg
003t.jpg

http://www.gryphonauto.com/Phantom-Ops/Images/Maps/003.jpg
004t.jpg

http://www.gryphonauto.com/Phantom-Ops/Images/Maps/004.jpg
005t.jpg

http://www.gryphonauto.com/Phantom-Ops/Images/Maps/005.jpg
 
some nice trees there mate
care to make them open source ? :)
 
Dooooooooooo it.
or maybe trade for some textures? ( see my thread ;))

Very nice work though, I like the last one.
 
hey, do you know any good tutorials for making transparetn lpha maps like that?
 
006t.jpg

http://www.gryphonauto.com/Phantom-Ops/Images/Maps/006.jpg

Another tree.

--
Open source? He he…well, I want my MOD to be #1 by far.

On the risk of getting spammed to death, and attacked by vultures, I may distribute some textures (and maybe models) to specific MODs (only for use in those MODs) IF that MOD looks really promising. What I would want in return is to be listed as a texture artist (and 3D modeler if models used) in the credits. Don’t be offended if I say no to requests, it may only be because your MOD does not have enough work done to show it is REALLY promising. To request textures, send an email ([email protected]) with (1) the name of your mod, (2) a link to your website, and (3) why your MOD will be really awesome (all information sent will be kept private).

I really can’t trade because I’d like to be able to say I did absolutely everything in a scene & most stuff doesn’t take me long anyway.
--
I may write a 3DS Max & Photoshop tutorial for transparency….but no promises since I have too many projects going.


Side note: Tim, what thread? (?link?)
 
offcourse i will try to make my own, but he, a tree is a tree :)
if you could be so kind to say how to make it transparant, yea that would be verry cool, i just took a look at your site, wow! nice cars man :) really cool stuff! :cheers:
 
If you ever want some reference material for making trees and bushes you should take a look at Call of Duty. It has the most realistic looking trees I have seen yet. Instead of the usual use of a few large sprites for leaves and such, they use many many small one's set at random angles, which gives it a much more realistic feel, in my opinion atleast.
 
The plants look good but they're too symmetric, make them look more random and you got perfect little plants.
 
Originally posted by Neutrino
If you ever want some reference material for making trees and bushes you should take a look at Call of Duty. It has the most realistic looking trees I have seen yet. Instead of the usual use of a few large sprites for leaves and such, they use many many small one's set at random angles, which gives it a much more realistic feel, in my opinion atleast.

Call of Duty maps are like thin roads, you can add lots of high poly stuff to that area, try to make a forest with them...
Though I don't remember Call of Duty having very impressive trees... *goes check screenshots*
 
Sprites is probably the wrong term.

Small polygons at random angles =many polygons = slow performance. I could make those trees really good looking if you want 5000+ polys.
 
Originally posted by phantomdesign
Sprites is probably the wrong term.

Small polygons at random angles =many polygons = slow performance. I could make those trees really good looking if you want 5000+ polys.

Oops, what is the correct term then? I was talking about the many two dimensional shapes which have leaf or branch textures. Are these actually 3D polygons? Then how does Call of duty have such detailed trees and bushes? I'm just curious, I don't know very much about modeling.
 
Originally posted by Neutrino
Oops, what is the correct term then? I was talking about the many two dimensional shapes which have leaf or branch textures. Are these actually 3D polygons? Then how does Call of duty have such detailed trees and bushes? I'm just curious, I don't know very much about modeling.

You can do wonders with simple polygons with alpha layered texture on it.

Those are the kind of simple polygons with texture on.

In Call of Duty for example the leafless trees has branches made with textures with "2 or 3 part cone" as the base and on trees with leaves, the leaves are polygons with texture in random angles.

The worst mistake today is to make symmetric trees, you could for example make 3 brushes crossed which have different textures to make it look more random, also adding something around the centre, with textures that has lots of transparent parts, like groups of leaves that pop out here and there.
 
well, we don't want the tutorial on how to make th tress, i know how to do that. :D We want the tutorial on how to make alpha-channeled textures :D
 
Originally posted by SidewinderX143
well, we don't want the tutorial on how to make th tress, i know how to do that. :D We want the tutorial on how to make alpha-channeled textures :D

Umm, take your favorite graphics program, take an non alpha-channeled texture, then select the area you want to be visible (or was it other way around, depends on program I guess), then save it as tga.
You can add shadows the same way, just use the paint option, or make a selection from partially invisible object/layer, of course the program you're using it on needs to support this feature...

I think it went that way, I can't check it here at work.
 
Originally posted by Faravid
Umm, take your favorite graphics program, take an non alpha-channeled texture, then select the area you want to be visible (or was it other way around, depends on program I guess), then save it as tga.

thats not too useful and only applies to gif images


sidewinder, if there's a few who want one i'll do a proper one for it for you.
 
Originally posted by Fenric1138
thats not too useful and only applies to gif images


sidewinder, if there's a few who want one i'll do a proper one for it for you.

That works with tgas as well and saves alpha-channeled selections...
 
You can always make separate images for the alpha channel if you want to. I still don't have any time for a tutorial. I'll probably go work some more on my MAP that I'm creating. I'll see if I can finish up the bases for each team today. That shouldn't be too difficult. Maybe I’ll get started on the road and the bridges also.
 
hmmmm, why are u starting to map in an external 3d program that isn't hammer. Unless u are just getting refrences done.
 
Originally posted by Faravid
That works with tgas as well and saves alpha-channeled selections...

only if its on a background thats easy to separate from the part you don't want transparent then yeah, if you want a fringe on it, which I doubt he will. I'm not a fan of this mentality people are developing (Thanks to adobe) that their magic wand thing can solve their problems for selections, it just ain't good enough to do the job right. Doing it properly requires a bit of manual work to get a good result.
 
Originally posted by Fenric1138
only if its on a background thats easy to separate from the part you don't want transparent then yeah, if you want a fringe on it, which I doubt he will. I'm not a fan of this mentality people are developing (Thanks to adobe) that their magic wand thing can solve their problems for selections, it just ain't good enough to do the job right. Doing it properly requires a bit of manual work to get a good result.

I do NOT use photoshop, I hate that program.

When I want an alpha-channeled texture in Corel Photo-Paint, I just make an object with transparent/semi-transparent parts, create mask from object(s) and invert it, then I make it a flat image and save as TGA, easy as hell and no selection tools used.
 
A lot of people are biased against photoshop untill they really understand how to use it. I'd use layers & create textures manually if you want nice alpha chanels.
 
Originally posted by phantomdesign
A lot of people are biased against photoshop untill they really understand how to use it. I'd use layers & create textures manually if you want nice alpha chanels.

Photoshop layers <-> objects Photo-Paint

As I explained before I did mention using objects to make the alpha channel.

I know how Photoshop works, but I don't understand its weird user interface, it just isn't made for me, becides it costs way too much.

Also Photo-Paint is part of Corel Draw package, it has excellent vector drawing program in it as well (Draw)... I love making a vector image and then texturing it to cool pixel format, it's slow way to do things but very rewarding and result looks very clean.
 
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