Introduction - Part 2
- Fir Trees
Making fir trees
is a little different from doing canopy style trees.
need the following texture files from either Ghost Recon
Creating a reference to work from.
and load the texture files into two empty slots in the
you load the M01_treetest07B.rsb file into the material
a check in the box for 2 sided in the shader basic parameters
texture file has all the elements we'll need to texture
our high poly
and we want those textures to be visible from 2 sides.
LODtreetest rsb is the low lod texture which we're going
to use as
reference from which to build our model.
start by first saving this file and giving it a name that's
easy to recognize.
whatever you like.
the reference object, create a plane in the front viewport.
it a name. I chose the name "reference".
your plane is a wire frame, you'll want to hit F3(3dsm 4) to make the surface
Otherwise you won't be able to see your texture on it.
the length 2m and the width 1.5m
the LODtreetest07B texture to the plane. Now we have a reference to work
to the perspective view port.
the zoom extents all button to give yourself some room
to work and also be able
see the whole reference object.
you find that part of your reference object is below the grid, simply move
it so that's
bottom sits on the grid. Hit the zoom extents all button again if you needed
reference object. This will again center your reference object.
make our trunk first.
a cylinder in the perspective viewport right in front
of the textured trunk in your
Give it a name. I named mine fir_trunk.
bottom of your trunk should be in line with the bottom
of your reference object.
it's not, adjust it so that it is.
of the best ways of doing this is with the align button.
With your trunk selected,
on the align button. Your cursor will change to a different shape. It's waiting
to pick the target to align with. When you move your cursor over the reference
it will change to an X. When that happens, left click and that will choose
object as the object to align with.
the align selection window that pops up, select "minimum" under current object
trunk) and select minimum under target object (the reference object).
the align position (world) check the Z position radio button to select
This aligns the bottom of the trunk with the bottom of the reference object.
the align selection window still open, select center under current object
target object. Now select the X position to center the trunk with the center
object on the X axis. Click "apply". Click "ok".
your trunk still selected, click on the modifier tab to make some adjustments
Change the number of sides to 6, height segments to 3, height .8m and
should look something like this now.
the trunk and convert to editable mesh.
a taper modifier and in the parameters rollout
-0.3 for the amount.
an edit mesh modifier and save.
the material editor and apply your M01_treetest07B.rsb
a UVW Map modifier. In the parameters rollout under mapping, select
apply an Unwrap UVW and click the edit button in the parameters rollout.
all the UVW's and use the horizontal scale button to scale the white
that it's width is about the same width as the trunk in your texture. Then
and position them so they cover the trunk texture. Use the vertical
scale the UVW's slightly smaller to make sure they don't exceed the boundaries
texture file. It should look like this.
your done, deselect the uvw's and close the window. Save.
now your trunk should look like this.
now the fun really begins.
a cone next to your trunk.
it a name like branch.
the align button to align your cone's center on the xy axis with your trunks
the xy axis.
the select and move button to raise your cone higher on the z axis. Raise
it up to
it's bottom is lined up with the bottom of the first branch in your reference.
on the modifier tab to change the size settings of your cone.
radius 1 to .08, radius 2 to .765 and the height to .325.
by now you should be starting to see where we're going with this.
should have something like this now.
far so good ? If not keep trying. If so, good.
change the number of height segments to 1. Change the number of sides
to 6. Save.
have Branch1 done, now lets clone it to make a couple more. Do this by
cone, clicking the select and move button and moving it higher on the
z plane while
down the shift key. Drag the copy of your cone upwards to where it's
the next higher branch of your reference. In the clone options dialog
and number of copies 2.
your top branch selected, change radius 1 to .225, radius 2 to .525
and change the height
select your middle branch and change radius 1 to .2, radius 2 to .625
and change the height
should have something like this now.
3 branches are done but you may want to go back and do a little tweaking at this
leave that up to you. In my case, it looks like my branches could use a bit of
it's close enough for me so I'm going to leave it as is.
select your 3 branches and convert them to editable meshes. Select
a cone, click on the poly button to go into sub-object mode and then select
top and bottom Polys. Do this for each cone. We will only be using the sides
of the cones
this model. In some cases the bottom polys will be hidden from view by other
right click any cones that obstruct your view and select "hide selection" from
temporarily hide that object. Then right click again and choose "unhide
all" to make them
again. Using F2 is very helpful here. It shows what poly's are selected by
red. Here you can see I have the top poly of the top cone selected.
forget to exit out of poly sub-object mode after deleting the top and bottom
each cone. Also be careful not to select and delete any of the side polys. Use
button after selecting a poly to rotate your view around to the back side to
side polys have been selected.
a cone and apply your M01_treetest07B.rsb texture to it.
apply a UVW Map modifier to it and choose "face" under the parameters
an Unwrap UVW and click on the edit button to bring up the edit uvw's
the uvw's and scale the box smaller using the vertical and horizontal
it over the middle texture. It should look something like this. Save.
your branch should look something like this.
repeat the same steps to texture the other two branches.
your done you can go back and tweak them a bit more to get the look
you want. Now you should have something like this. Save.
we have to make the top of tree. For that we just draw out a plane
in the front
Name it treetop or something like that. Switch back to the perspective
on the modify tab to change the size settings of the tree top object.
the length segments to 2. Change the width segments to 2.
the length to 1.1m and the width to .7m.
the treetop's center on the xy axis with the center of the top branch on
the xy axis.
treetop's minimum on the z axis with the center of the top branch on the z
should look like this. Save.
the treetop object to an editable mesh.
the material editor and apply your M01_treetest07B.rsb texture to the treetop
a UVW Map modifier followed by an Unwrap UVW modifier.
edit under the parameters rollout to bring up the edit uvw window.
your UVWs and using the horizontal and vertical scale buttons, resize
position them over the branch texture to the far left.
what it should look like.
now your tree should look something like this.
Select the treetop object. Click the select and rotate button and
rotate the treetop object
the z axis 90 degrees while holding down the shift key to clone a copy of it
other direction. The
basic model is done at this point.
you want to have a collision object simply create a cylinder and align
the center of your trunk on the xy axis and the minimum of your trunk
the z axis.
the number of sides to 5 or 6 and change the height segments to 2.
radius is up to you but .3 is a good place to start.
the height 2m.
it... just tag all of your parts in the map editor, add a helper point
group it all together. I won't go over it again here since I've already
it in the canopy tutorial.
forget, you can apply the xform modifier to create many different sized
you have to ask yourself one question. Are ya feelin lucky? If so,
the Palm Tree tutorial, coming soon!