If I were to make something similar as a single mesh, I could have reduced the mesh complexity significantly, possibly not all the way down to 1 for a mesh as big as this but certainly down to 2 or 3. This particular example has 356 vertices and 180 tris but it uses 13 modules (covering 12x5 m) so the LI couldn't be lower than 7 no matter how much I reduced the tri and vertice counts. It's a modluar system with different parts that can be combined in various ways to fit different wall sizes and shapes and give different amounts of coverage. That doesn't show up well in a picture so you have to take my word for it. The foliage is three dimensional with branches at different distances from the wall and often angled away from or towards the wall. And it's a 512x512, if I really needed more, I'd use a 1024 instead: The texture resolution isn't great but good enough. If so, here's something similar, a plastered wall covered with ivy: I'm not sure if I understand your question correctly but if I do, you're talking about a surface covered with leaves, not leaves on a tree, right? Then place copies of those new low-poly branches around the tree so you re-use the same branch textures multiple times rather than requiring a unique texture for every branch/leaf on the tree. In order to reduce the resolution/number of unique textures that your tree requires try isolating one or two generic looking branches and only baking the textures for those. Or should I just use the physical geometry nodes result? Sure it's a lot of faces but the 256x256 texture will be used on all faces. I'm also baking only diffuse color without any light lighting (it's turned off) My plane UV islands are correct sizes (according to texel density)Īny idea how I could bake the leaves into the substitute plane and get a sharp image? I tried upscaling the bake texture to 4k.upscaled my leave image to 2k.but after baking it's still very much pixelated. Like you wouldn't even recognize it's a leave. Then I got the idea to just use planes and bake the leaves to planes.īut this is the problem when I bake the leaves onto the plane, the result is very pixelated. As long it's around1LI then it's OK right? I did the rand position on surface in blender with geometry nodes. I'm currently trying to make autumn leaves that are on top of my mesh.
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