
But after a couple of years of use of them, I started to become annoyed with some of their issues:
-They suffer from massive overdraw (too many areas with are fully transparent), as they use very large triangles for each level of foliage.
-They are missing back-faces, so they look horrible when viewed horizontally
-They are very striated, especially visible when looking at them non-vertically
-They are over simplified, and triangle count is no longer a big issue for models, are GPU's are becoming better and better. Adding backfaces to the old trees up's the tri count to 193, while only looking marginally better
So I started to draw some trees, using the same texture (the texture is excellent anyway), my new trees have the following benefits:
Tri count is 230, while retaining a higher level of detail.
As little as possible overdraw
Looks excellent from every angle
I screwed around with various edge hardness configurations in the branches, which do have a marked effect on the looks, especially ingame.
They look like this with scene lights:
I also went forward and added a bit more detail to each branch, this doubled the tricount to about 400, but looks even better:
Would there be interest from an engine developer to replace the default engine trees with these models, with a little bit of parameterization on the:
- Size / scaling (supported in mapping format already)
- Rotation (supported in mapping format already)
- Texture offsets so that only a single U or V offset would provide us with multiple new trees without switching the model
- Instanced rendering with Uniform buffers for unparalleled tree density and rendering performance?
I will gladly prepare the model and texture files for the above parameterization, if desired, or I can just update the old trees with these better ones, and mappers can use them in traditional way.
I have attached the wings file and the texture as well.