^TTG-67 work development 10m
^TTG-67 state done
Id have to guess when i scailed stuff backwards i inerted some branches
normals, this caused rendering issues in source. Easy fix.
To do this and force the orientation in one direction or the other, in Edit Mode select the entire mesh (A) and access the Mesh menu. Here select Normals » Recalculate Outside to flip faces /selections outwards, or Normals » Recalculate Inside to invert selections inwards – Mesh » Normals » Recalculate Outside/Inside. Nov 1, 2018
You can see what normals are facing the right way by enabling `Face Orentation`
in viewport overlays.
^TTG-67 work development 1h
Im doing this by selecting the end of branches i want cut and colapsing
verticies in the x menu. Seems to work really well but creates a sharp
point, about half way done with this process.
^TTG-67 work Development 5m
^TTG-67 set state Review
It seems smooth modifiers are much better than "subdevide smoothing".
Low factors and high repeats seem to provide the most natural results.
High factors make everything one big blob.
^TTG-67 worrk Development 51m
Copying previously created limbs (select then use shift+d) then randomly
placing them higher up on the tree worked really well. Add a little bit
of scaling on different axis's to change them up a bit then stitching
together to attach them. Ctrl+R to add cuts on the main tree so that the
edges are there to not create Ngons when stitching. Delete faces on the
main trunk, select edges of the trunk and limb and use Ctrl+F to create
a face between them. Do this for all the edges and all the limbs to
"full" out the tree really well.
^TTG-67 work Development 1h 6m
Started doing some cuts with the knife to get branches coming out of the
side of other limbs. When you do this be very carefull not to create any
nasty Ngons (faces with more than 4 edges). These are very difficult to
work with, Ive been getting around it by making cuts only from vertex to
vertex, NEVER edge to edge or vertex to edge; this is almost a
guarentied Ngon if you dont know what your doing.
^TTG-67 work Development 26m
Marking out stuff with the grease pencil was a great idea. Some
interesting things ive found while modeling.
1. Subdevide smooth works better the more detail it has to work with. If it starts concaving on itself dont worry and keep working, itll fix itself once more is added.
2. Large tree branches (at least for these oak) are basicly just other trees, maybe once you get a few done you can just copy, paste, and stitch/boolean branches to the tree.
Ill continue to add coments about my workflow like this on future
commits, maybe thell come in usefull.
^TTG-67 work Development 41m
Trying something different for this tree, creating a grease pencil
layout of all the branches instead of just eyeballing it, should make
for a more realistic looking tree. If i had to guess now id say
underestimation.
^TTH-47 state Done
This was an extreme under estimation. For future estimations on more
complex models over 5 hours should be recomended. This could also be
split into two issues. One for creating seams and one for creating and
positioning the uv map.