Uriopass / Egregoria

3D City Builder without a grid
http://douady.paris/blog/
GNU General Public License v3.0
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Lumber Yard texture to be replaced with rows of growing trees. #83

Open thelazyone opened 1 year ago

thelazyone commented 1 year ago

While the optimal effect would be to have trees growing parametrically (every n days), a simpler solution would be to have 3D trees at different growth stages (four stages would be good) in different areas of the Lumber Yard.

If the suggestion is appreciated, trees could be something like these (quickly cobbled together for the sake of the issue) image

in a rack as something like these:

image

(overlapped on screenshot)

image

Included the trees (in glb format, which i'm not familiar with. Apologies if the file is not good) lumber_trees.zip

Uriopass commented 1 year ago

I will try to make a small guide on how to add/update a 3D model for Egregoria, but the idea is pretty basic: put the glb model in the assets/models folder and update the assets/companies.json file

I like your model (it is rough, but much better than the simple sprite). Although I think it could probably be a bit lower poly, especially using smooth shading would reduce the vertex count (as they don't need to be split)

thelazyone commented 1 year ago

I will try to make a small guide on how to add/update a 3D model for Egregoria, but the idea is pretty basic: put the glb model in the assets/models folder and update the assets/companies.json file

I like your model (it is rough, but much better than the simple sprite). Although I think it could probably be a bit lower poly, especially using smooth shading would reduce the vertex count (as they don't need to be split)

I generally am used to sculpt in hi-poly for 3D printing, I'm very open to any art direction.

If it's ok I could assign this to myself as a first task. I'll reduce the poly count a bit.

Are you sure about smooth shading though? It kinda goes against the general low poly aesthetics, no?

Uriopass commented 1 year ago

I think for trees smooth shading looks a bit better (at least when I tried it on the terrain trees), but I don't really have an artistic direction. Low-poly is not much an aesthetic as an engine limitation as LOD is very expensive in terms of modelling costs and on implementation side.

I used smooth shading for the lamp posts and traffic lights for example and I think it looks good (I'm not home so I can't send screenshots)

thelazyone commented 1 year ago

I think for trees smooth shading looks a bit better (at least when I tried it on the terrain trees), but I don't really have an artistic direction. Low-poly is not much an aesthetic as an engine limitation as LOD is very expensive in terms of modelling costs and on implementation side.

I used smooth shading for the lamp posts and traffic lights for example and I think it looks good (I'm not home so I can't send screenshots)

Very fair. I'll reduce the poly and try to set it in game. I'm currently on the Himalaya, so time and internet are flacky! :D

Uriopass commented 1 year ago

No problem! Happy climbing :)