Friday, 13 July 2007

Going on with plants

Some shots, and seemless tiled ground textures by the advice of Charlie: Edit: Added new screenshot with mipmap enabled rendering (which boosted performance a bit too) by the advice of Mark (read comments)...

6 comments:

b said...

The small tree in the picture to the right seems the most realistic so far.

Paul said...

Yeah, it's friggin hard to get a good one out of the process...it's quite boring ... 1. fine tune in ngplant, 2. texturize export in blender, 3. try it in the game, back to step 1. :-) If I had a bit more time, or people willing to create low poly trees with ngplant...oh gosh...but I won't work on it too much more, I'm nearly fed up! :-D

Mark Powell said...

I've been following your project for awhile and think it looks great. I do want to mention that if you turn on mipmapping, that will clean up the look of your scene substantially. The pixelation of the textures is taking away from in, IMO.

Keep up the awesome work!

-Mark (Mojomonkey)

Paul said...

Hey,Mark! Thanks for the kind words! Okay, I will have a look at jmonkeyengine's mipmap pass. Can you paste an example here...? or better I will look for one myself. Thanks for the advice!

Paul said...

Great, I found how to do linear mipmap and linear filtering. Thanks again! It boosted performance too on a GF6200GO. (The "low"-end test hardware I use for it. :-))

b said...

the "inthewoods" pic looks cool.

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