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Objects and Textures: Isometric View
 Dundjinni Mapping Software - Forums : Objects and Textures: Isometric View
Subject Topic: Isometric Trees (Vegetation) Post ReplyPost New Topic
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Kepli
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Posted: 01/11/2006 at 10:29am | IP Logged Quote Kepli

Micah wrote:
Sweet! New art pack - whole new map style and new art to boot. I'm happy!

Hope these fall also in that categorie

Hope you like them Surf ...

The zip file:
446_SeasonTrees.zip

A Contactsheet of the trees:


Edited by Kepli on 03/12/2006 at 1:45am


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Darkness
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Posted: 01/11/2006 at 10:52am | IP Logged Quote Darkness



I have 22 trees and plants that I will render in series of 4 views to go along with the Iso views. Kepli Feel free to modify and add shadows.

I will add them to this topic over the next week or so.



Edited by Darkness on 01/11/2006 at 4:00pm
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Kepli
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Posted: 01/11/2006 at 10:57am | IP Logged Quote Kepli

Excellent Dark
We'll make woods yet

I suggest we all move the trees from the Object folder and create a Tree folder to put all the trees in

Edited by Kepli on 01/11/2006 at 10:58am


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Posted: 01/11/2006 at 11:16am | IP Logged Quote forumLurker

Very cool, Kepli!

Dark: would it be possible to have the shadows added on so they fit with the theme of the pack?

Kepli: IMO, poll it. There's not enough in the Objects folder to necessitate a tree move for me, thus breaking continuity (yeah, I'm a jacka** like that). OTOH, I don't see any problem with putting the User trees in a seperate folder (as opposed to screwing with the pack's download/placement source listed in the ReadMe). So, if the reason for everyone to make a Tree folder is a unified system, and its taking things out of its predetermined location is required, then some people will break the continuity, thus negating the original intent (i.e., why bother).
~lurker~

Edited by forumLurker on 01/11/2006 at 11:23am


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Kepli
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Posted: 01/11/2006 at 12:19pm | IP Logged Quote Kepli

Ok ... the User trees in the folder Tree and with a Object ~properties-file

Edited by Kepli on 01/11/2006 at 12:19pm


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Halebop
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Posted: 01/11/2006 at 12:44pm | IP Logged Quote Halebop

Mmmm. As a lover of outdoor fantasy maps (sorry Benwax!) I'm intrigued by the thought of iso forests...

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Darkness
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Posted: 01/11/2006 at 2:55pm | IP Logged Quote Darkness

Lurker,

I can never get the shadows to work right, but I will try later. If others have experience creating shadows, let me know how.

Also - I agree with Kepli - Trees need a folder of their own. The way they are set up now, you can't have multiples, the way I am setting mine up. Keep the originals in the folder there in and have the users placed in the Tree folder..

Halebop,
I agree. I keep looking back at all the things I have created to be flat, and now I have to generate them again in iso..
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Bludragn
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Posted: 01/12/2006 at 7:38am | IP Logged Quote Bludragn

some of my Trees
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Bludragn
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Posted: 01/12/2006 at 8:18am | IP Logged Quote Bludragn

More:

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Bludragn
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Posted: 01/12/2006 at 9:07am | IP Logged Quote Bludragn

How I do the shadow, By Blu
I first render the trees then clean it up in PSP. After the cleanup, I make a duplicate layer of the tree and turn it black. I then make it transparent 50% and rotate it to the angle of the shadow I want. Move the shadow to the back of the tree and erase any shadow trunk you dont want.

Edited by Bludragn on 01/12/2006 at 9:39am
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Darkness
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Posted: 01/12/2006 at 9:08am | IP Logged Quote Darkness

My software sucks - or it must be me. I cannot get shadows to work...
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Bludragn
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Posted: 01/12/2006 at 9:40am | IP Logged Quote Bludragn

Should I do a tutorial on how I do one?
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Kepli
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Posted: 01/12/2006 at 10:20am | IP Logged Quote Kepli

Might be nice for everyone

Edited by Kepli on 01/12/2006 at 10:21am


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Bludragn
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Posted: 01/12/2006 at 12:15pm | IP Logged Quote Bludragn

A fir tree:


Tutorial    ISO_Tree_Shadow_PSP.zip

Edited by Bludragn on 01/12/2006 at 1:55pm
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Darkness
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Posted: 01/12/2006 at 2:09pm | IP Logged Quote Darkness







With Shadows
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Bludragn
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Posted: 01/12/2006 at 7:16pm | IP Logged Quote Bludragn





Edited by Bludragn on 01/13/2006 at 6:35pm
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Darkness
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Posted: 01/13/2006 at 5:08am | IP Logged Quote Darkness

Love the palms
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Metajock
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Posted: 01/13/2006 at 5:14am | IP Logged Quote Metajock

Looks good!

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Micah
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Posted: 01/13/2006 at 5:43am | IP Logged Quote Micah

Yes! Yes! Yes!
This is so cool!

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Kepli
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Posted: 01/13/2006 at 7:09am | IP Logged Quote Kepli

Wow ... very cool guys

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forumLurker
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Posted: 01/13/2006 at 4:11pm | IP Logged Quote forumLurker

Congrats on the Spotlight.
~lurker~

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Bludragn
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Posted: 01/13/2006 at 6:36pm | IP Logged Quote Bludragn

Palm tree Groups and fixed first palm trees above, wrong shadow.
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Micah
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Posted: 01/13/2006 at 10:06pm | IP Logged Quote Micah

Congratulations! *Happily downloading another "mapping genre"*

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Kepli
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Posted: 01/14/2006 at 1:54am | IP Logged Quote Kepli

Very cool trees Blu

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dDemonicAngels
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Posted: 01/14/2006 at 7:51am | IP Logged Quote dDemonicAngels

Way cool stuff. Thanks.
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Darkness
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more to follow
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Halebop
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Posted: 01/17/2006 at 3:36pm | IP Logged Quote Halebop

Great stuff Darkness!

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sandeman
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Posted: 01/17/2006 at 6:28pm | IP Logged Quote sandeman

Congrats on the spotlight!

Not to be a pain, but if you are using these for overland maps, the shadows kind of get in the way. See, I have been using these as you would use them in CC2. So the trees are "planted" in shapes, with a few outlying trees to shake them up.

Is there any way you all would be cool enough to post these without shadows as well?

I will do a map to show you what I mean...

Edit: Here you go... the map in question





Sandeman

Edited by sandeman on 01/17/2006 at 6:57pm


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Darkness
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Posted: 01/17/2006 at 7:17pm | IP Logged Quote Darkness

Yes I have both types. I can post them without as well.
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Kepli
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Posted: 01/17/2006 at 11:15pm | IP Logged Quote Kepli

No worries Sandeman ... Blu and I are making everything with and without the shadow
I am even creating some pre-made groups of trees with the firs. But you will all probably have to wait till I get back from my vacation for them ... sorry.

Dark: If you like, you could work with me and Blu on this and create a nice pack with buildings, trees and whatnots (a free pack people ). I'll add the snow <grin>. BTW ... we need a lot of iso bushes ...

Edited by Kepli on 01/17/2006 at 11:16pm


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Darkness
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Posted: 01/18/2006 at 3:53pm | IP Logged Quote Darkness


ok - I didn't do any plants yet. I will. Have about ten different ones and thinking of buying some tree making software.
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Kepli
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Posted: 01/18/2006 at 11:38pm | IP Logged Quote Kepli

Darkness wrote:

ok - I didn't do any plants yet. I will. Have about ten different ones and thinking of buying some tree making software.

So am I ... already ordered it, but it's out of stock atm

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Glacialis
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Posted: 01/31/2006 at 6:31am | IP Logged Quote Glacialis

There's tree-making software? As much as I tinker with things, this is intriguing. Unless I'm misinterpreting a joke. :D
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forumLurker
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Posted: 01/31/2006 at 7:08am | IP Logged Quote forumLurker

Xfrog has a series of programs designed to make 3d trees, though I've heard mixed results about the program (it's either "the greatest" or "so-so", and either way it has a "hard learning curve"). Vue and Bryce have terrain and tree makers built into them.
~lurker~

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Posted: 01/31/2006 at 7:22am | IP Logged Quote Glacialis

Wow, it's been seven years since I last touched Bryce...

Took a peek at Xfrog's product line, and (@#$%^!@# if those don't look enormously complex. O_O

Ahh well. I'll leave treemaking to you guys, though if the graphic arts/animation department at the art college nearby has these programs, I'll at least have access to them. One of the IT admins is a buddy, so...:D
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Darkness
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Posted: 01/31/2006 at 2:03pm | IP Logged Quote Darkness

I have xtree plugin for Viz. Excellent trees, but pricey. I was thinking about buying the software, I had tested it out once, it is not so hard, but that is coming from someone who uses Viz, AutoCad, etc...

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Posted: 02/01/2006 at 10:18pm | IP Logged Quote MasterMind

Great
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Darkness
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Posted: 02/03/2006 at 5:33am | IP Logged Quote Darkness

There are 80 trees in total. 20 sets of 4 (with and without shaddow)
Download these four and the zip files for all of them.

I revised the ones I did before.




3C3_trees1.zip
B4F_trees2.zip
BB5_trees3.zip
87B_trees4.zip

Edited by Darkness on 02/03/2006 at 5:35am
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Bludragn
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Posted: 02/03/2006 at 6:49am | IP Logged Quote Bludragn

More trees......thanks a lot
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Kepli
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Posted: 02/10/2006 at 9:14am | IP Logged Quote Kepli

Very cool Dark

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Posted: 02/19/2006 at 11:02pm | IP Logged Quote Hurltim

Just a warning on Xfog: If you plan to use them for top down views, plan on being disappointed. They look unbelievable from the front, but not so good from a top down view.
   I used 2 of the Xfrog trees in my druid map and both required extensive work just to get them remotely presentable from a top down view. Its the same old story really: Angular branches. I will say this though: Xfrog has fantastic textures. I usually reload their textures onto better tree models.

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Darkness
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Posted: 02/20/2006 at 4:09am | IP Logged Quote Darkness

What are you rendering them in?
They render fine for me in Viz from the top down..
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Posted: 02/20/2006 at 9:03am | IP Logged Quote Hurltim

Either Poser 6 or Vue, whichever looks better. Might have been the models themselves.

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Kepli
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Posted: 03/12/2006 at 1:47am | IP Logged Quote Kepli

Old tree ...



Edited by Kepli on 03/12/2006 at 2:10am


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dDemonicAngels
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Posted: 03/12/2006 at 4:40am | IP Logged Quote dDemonicAngels

Nice stuff. Sort of mysterious looking. Thanks.
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Bludragn
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Posted: 03/12/2006 at 6:56am | IP Logged Quote Bludragn

Nice trees, big and old
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benwax
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Posted: 03/12/2006 at 6:57am | IP Logged Quote benwax

Great Trees Kep!!!!

Perfect for an isometric graveyard or haunted house!

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Posted: 03/13/2006 at 10:15am | IP Logged Quote dragonwolf

Darkness wrote:




more to follow


Hey Darkness,

Can you fix the white around the evergreens? You can see it's effect on my map here

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Darkness
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Posted: 03/13/2006 at 4:29pm | IP Logged Quote Darkness

I'll try, but I think it is a by-product of the type of tree...It renders that way.. I will try to get rid of it.
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surfbored
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Posted: 03/13/2006 at 6:45pm | IP Logged Quote surfbored

Darkness wrote:
I'll try, but I think it is a by-product of the type of tree...It renders that way.. I will try to get rid of it.


Darkness:

This is the pain I deal with on almost all of my renders!

I spend lots of time burning the edges of everything I create to make sure there are no halos. It's a pain, but it's worth it!

Just thought you might want to know that you're not alone.

SB

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Kepli
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Posted: 03/14/2006 at 12:11am | IP Logged Quote Kepli

Burning eh? That is a good method ... will use that too. The halo's are not always in the way, but on vegatation they can be a real pain. If you look carefully, you can also see them on the gnarled trees I posted. I will see if I can remove it from those as a test.

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Hurltim
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Posted: 03/14/2006 at 7:14am | IP Logged Quote Hurltim

Have you guys tried loading the Alpha channels on your images? If you play with the threshold settings, sometimes you can avoid that white ring.
   BTW, what software are you using to render?

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surfbored
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Posted: 03/14/2006 at 7:26am | IP Logged Quote surfbored

Hurltim wrote:
Have you guys tried loading the Alpha channels on your images? If you play with the threshold settings, sometimes you can avoid that white ring.
   BTW, what software are you using to render?


Hurltim:

I've tried using the Alpha channel as a mat and found that it works pretty well with "chunky" objects. But objects that have very thin areas (vines, tree branches, etc.) tend to get erased too easily, leaving me with even more work.

I'm using Vue 5e and Poser 6 for renders/model building.

SB


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surfbored
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Posted: 03/14/2006 at 7:28am | IP Logged Quote surfbored

Kepli wrote:
Burning eh? That is a good method ... will use that too. The halo's are not always in the way, but on vegatation they can be a real pain. If you look carefully, you can also see them on the gnarled trees I posted. I will see if I can remove it from those as a test.


Sometimes I actually like the halos, but found that with ISO stuff they tended to make the objects "pop" too much. So I burn every ISO item.

At the same time I bump up the contrast so detail stays sharp when DJ shrinks it down.

SB

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Kepli
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Posted: 03/14/2006 at 12:14pm | IP Logged Quote Kepli

Thanks for the tips SB

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greytale
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Posted: 03/16/2006 at 4:13am | IP Logged Quote greytale

Great Tip on the bumped contrast. I fight the detail problem everytime I shrink images. I just tried it on my goblin bed and it is less washed out on the maps.
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Darkness
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Posted: 03/16/2006 at 9:18am | IP Logged Quote Darkness



What I was refering to, was the fact that the tree itself has a whitish edge to it in reality, so when you render it, it shows up that way. See the lightened affect on the actual photo of the tree.


Ahhh - Cant see it here...

Edited by Darkness on 03/16/2006 at 9:18am
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Bludragn
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Posted: 03/16/2006 at 9:27am | IP Logged Quote Bludragn

No you cant see it but still a fine looking branch
Which can also be usefull for maps for fallen cover.
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Hurltim
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Posted: 03/16/2006 at 11:25am | IP Logged Quote Hurltim

surfbored wrote:
   

Hurltim:

I've tried using the Alpha channel as a mat and found that it works pretty well with "chunky" objects. But objects that have very thin areas (vines, tree branches, etc.) tend to get erased too easily, leaving me with even more work.

I'm using Vue 5e and Poser 6 for renders/model building.

SB




Thats a perpetual problem with Vue. I have had a few problems with the Alpha in Vue, but if you crank up the render settings on the alpha you should be ok. Sometimes you may have to turn off Anti-Alias. It prevents the "Smudging" area around the object and helps the aplha channel work correctly.
   You shouldnt have problems with Poser 6. There are a couple ways of handling it.
1) Have the ground set to not accept shadows then render to the TIFF format. TIFF retains the dpi settings and still has the alpha channel. Then just load the Alpha in PS, invert and delete and you will have no white rings. Poser has other issues though like backwards facing polygons grrrrr....


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Micah
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Posted: 03/27/2006 at 6:58am | IP Logged Quote Micah

Darkness wrote:
There are 80 trees in total. 20 sets of 4 (with and without shaddow)
Download these four and the zip files for all of them.




I have a forest now!
Thank you all for these. Now I've just got to organise my art and make some maps!

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Darkness
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Posted: 12/07/2006 at 4:04am | IP Logged Quote Darkness

bump
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