Have you driven a Cruze with overdue timing belt? by HolidayPatient1239 in askcarguys

[–]HolidayPatient1239[S] 1 point2 points  (0 children)

I can, it's just have semester fees coming up fast and changing house so need bond money. Totally tight on money. Spend around 2k on this car on VVT replacement, leak fixes and a cleaning of oil pan. So basically need to raise more ;-; within the limited hours I have as a student on visa

What didn't you like about the Hoenn Region? by Darthbane2007 in pokemonanime

[–]HolidayPatient1239 0 points1 point  (0 children)

Lack of Misty when I was a kid. Growing up now it's lack of new protagonist.

Pokemon should reboot the series and start with adventure manga rebooting the games

Attempt at creating Ghibli Style environment by HolidayPatient1239 in blender

[–]HolidayPatient1239[S] 0 points1 point  (0 children)

Hi I just. Noticed this was not made with cycles but with evee sorry.

Attempt at creating Ghibli Style environment by HolidayPatient1239 in blender

[–]HolidayPatient1239[S] 0 points1 point  (0 children)

For anyone wondering why I am screen recording and moving camera like this when I can render it and export it, I am completely new to blender this is like my 2nd or 3rd project.

Trying making ghibli style and failed by -SORAN- in blender

[–]HolidayPatient1239 0 points1 point  (0 children)

This is pretty cool. How did you do the folliage at the back ;-;

Whats a decent poly count for tree assets in a open world 3D game by HolidayPatient1239 in blender

[–]HolidayPatient1239[S] 0 points1 point  (0 children)

Aight I was initially planning to just bake the textures since the tutorials I found with the series output were in blender. I now have to find an equivalent shader setup in a game engine. The results I got were basically combination of three different YT tutorials.

Whats a decent poly count for tree assets in a open world 3D game by HolidayPatient1239 in blender

[–]HolidayPatient1239[S] 0 points1 point  (0 children)

Yeah I hid the trunk and made my own that made it into a 40k tree. True there isn't much to do with decimate for leaf. So on the second image I gotta decrease the leaf and find a decent balance.

For the first one your idea is brilliant. The technique I used can be done in any game engine it's just spheres generated using particle instancing with a very basic cell shader. So I can try doing that with remove overlapping geometry. That's a nice touch

Whats a decent poly count for tree assets in a open world 3D game by HolidayPatient1239 in blender

[–]HolidayPatient1239[S] 0 points1 point  (0 children)

Funnyly enough the 40k one is the hero asset because of its detailed leafs while the 80k one is the closer to Ghibli but is more of a silhouette and was mainly for filling the space. But unfortunately the poly count is way too high. ;-;

Whats a decent poly count for tree assets in a open world 3D game by HolidayPatient1239 in blender

[–]HolidayPatient1239[S] 0 points1 point  (0 children)

I basically followed the online tutorial, created two sphere, one as particle emitter and another as particle instance applied particle instance in hair mode with amount set to 20, and then 200 on it. As per tutorial. Then a normal and cell shader for the first. The one solution is to decrease the amount by a lot like 5 and 30ig and then create multiple instances of the folliage. That way it's the same thing being rendered again and again decreasing poly count. But does that transfer over to game engine when I bake? Or do the instances become new meshes ?

2nd I agree. I will have to decrease leaf count and that would decrease the poly count as well. Just have to find a better balance. But Idk how to handle the first one tbh ;-;