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the art of paul slusser

I've done several of the trees in the game, so I have a pretty good feel for what it takes to make a tree look good from game view (small textures, low poly count, and alphatest). I wouldn't normally us Zbrush for any small RTS type object because you lose all the cool detail Zbrush gives you when you have to crunch the textures down, but I need to start using it more so I'm going to be less productive than normal. I first had to watch all the tutorial videos from the web because all the teachings of Paul Warzecha had somehow managed to fall out of my brain. After watching those I got to it. Here is my model I imported in from Max with UV's already layed out. Added several SubDivision levels and got to sculpting.
Zbrush is really cool and the hardest part about using it (besides the ui), is trying not to put too much detail all over the place. Anyway here is what I ended up with. After importing this object into Max to create my normal map (ZMapper=not nice) and working up the diffuse and spec textures, it actually turned out ok. Oh btw, I used alpha'd poly's to create all the branches in case you were wondering :) Sorry, but I'll post some images of the finished tree once the game ships.Here are some building textures from Age3. I always like showing my textures since that is where I spend most of my time working. I'm not going to post any normal or spec maps from Age3 because they were just black and white CrazyBump creations based off the diffuse texture.



