Added: 2 years ago
From: ABCruz2310
Views: 80,619
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  • from india my friend???

  • @notmorefat

    Nope, I'm from the Philippines.

  • @ABCruz2310 philipppines!!!!!!!!!!! my firend!!!!!

  • @notmorefat

    Hahahaha! Happy New Year!

  • @ABCruz2310 i know its late but happy new year to you,too

  • @ABCruz2310 i know its late but happy new year to you,too

  • your intro is so weird.

  • @letsherptothederp LOL, I know! =)

  • adn for blender renderer?

  • filo accent :P nice!

  • @tjpickleWMM LOL.

  • hey can you help me with the mapping error at 5:37? I see the whole plane just like you

  • Comment removed

  • @GruntSplatterSpree

    Sorry, man. I also still on 2.49 and haven't upgraded. I haven't seen the new interface.

  • @GruntSplatterSpree still need the answer?

  • yea... but im not going to be watching anything in a long long time... :(

  • @GruntSplatterSpree :/ sorry to hear that. we'll its pretty tedious to explain in text. I made a quick tutorial for you and I hope you get a chance to see it.

  • lol , i remember these kind of trees in old racing games XD

    good times !

  • @Filo127

    Hahaha! Yes, good times indeed!

  • lol this tree reminds me of pga golf 2000 or what ever the name was lol

  • it was used old games like carmageddon or dukenukem 3d

  • Seems really easy. I think I now know how to do this now.

  • kuya dpat tagalog tutorial nlng gawin nyo :)))

  • not to be mean but go to 0.41 thisssssss gamessssss thissssssss itssssssssssss

  • "And Here we have a lovely tree, HEHEHEHEHE"

  • I hear so many dogs in the background of this video!

  • could u send me the picture with the alpha plz cuz mine isn't working

  • It seems simpler to just make one face with the tree image and have it rotate on the Z-axis to face the player at all times, though it would have to be a far away tree or even a LOD version of this tree for even longer distances to maximize system speed (even though a 4 or 5 polygon tree wouldn't take much space, anyways this is just an idea). This would be horrible if it were a multi-level (level as in height) game (in which case this video's tree would be more effective graphic-wise).

  • @Kazon7000

    Yeah, somebody had suggested the "always facing the player" idea which makes sense if you only have a few trees on the scene. Having a forest with a lot of individual trees though is another story, because of the load from all the track-to sensors. There might also be an issue of spacing between trees-- so that they don't overlap when tracking the player. =)

  • thats like in wow.

  • how did you make two modes at once???

  • @rokstar234 dont worry i figured it out

  • @rokstar234

    Alright. =)

  • Ouch! In 2010 a five polygone tree

    no no no

  • I have a bit of a problem, when I render the planes are blank, I didn't subdivide mine because I'm making branches. I going to test it in Unity to see if it still works.

  • @RoverDeDog96

    I got the same problem :(

    Did you find a solution?

    Please help..

  • @Coasterfun4U

    Unfortunetly not yet :[

    It can be done, I just need to find out how it works

  • And there you have an ugly tree :D

    So funny :D

  • @Taranee66

    Hahaha! =)

  • that guy's supposedly a Czech or a Slovak so his name is pronounced "kratokhvil" not "kratochvil" :)

  • @alexgrinkov

    Ah! Very good. Thanks for the correction. =)

  • Pinoy ka ba?

    I was expecting particles XD.

  • @RagingBubuli

    Hind. Kunwari lang. Hehehe! Particles? Hindi na "simple tree" yun. =)

  • how do you get backface to show in the game because i have a flag that is just one plane and one side shows and the other side doesnt

  • This seems like Linux..... I have something like it.

  • @micheil592

    Yup, it's Linux. =)

  • Are you a mexican?

  • @xxxIronHeadxxx

    Nope. Filipino.

  • @ABCruz2310 close enough. LOL

  • @xxxIronHeadxxx

    Hahaha! Yeah, I would have wanted to see Mexico go further in the World Cup. =)

  • how do i duplicate something in blender whats the button?

  • @n00bszpro

    Shift + D?

  • it is how to make a nitro or turbo but i don,t know any tuts because no body interstest in cars like me

  • @gamerx2010

    Oh man. I'm not so interested in cars myself. =(

  • @ABCruz2310 ok that mean you cant help me

  • @ABCruz2310 hey friend thanks for your tut because i figuer it out

    the nitro i am the nitro at last with your help thx man

  • hey friend can you help me

  • hey friend can you help me in one thing

  • @gamerx2010

    Tell me about it and I'll see if I know how to help you. =)

  • @ABCruz2310 t is how to make a nitro or turbo but i don,t know any tuts because no body interstest in cars like me

  • I'll have to figure out the equivalent actions in Maya, but I thought that was a great basic tutorial for beginners and it was very helpful. Thank you!

  • You're welcome. =)

  • rocknroll

  • thanks, very nice!

  • Thanks for this nice tut!!!!

  • Good.

    How do you make boeing 747? Need for future motion picture.

  • You can start by contracting a visual effects team :P

  • 2:29 "click" w?

  • Hehehe, my bad. Press.

  • haha XD, that's really a ugly three. but a good turtorial, like u accent.;)

  • Hahaha! Thanks! =)

  • Linux Ubuntu, Hell yeah!!!

  • Yeah!

  • linux?

  • what the fuck kind of os is that

  • pilipino ka!

  • Opkors! =)

  • were do u get alpha please answer

  • and now make a 3D tree in real good quality but his one's looks just fine

  • Hey where would i get alpha i have Photoshop and it allows you to save as PNG but i tryed to open image and it didn't work?

  • Sorry, I haven't touched Photoshop in a long time. =(

  • set the link for your tree image so we can download it

  • I suppose you have already edited your picture?

    Then you have to save it. Hit "save for web and devices" then at the upper right corner you choose PNG and you get automatically an option for alpha and so on. An the you hit the save button ;)

  • First you right click on your base layer >select convert to smart object>Right click on your base layer again > and select rasterize layer :D now delete it or erase the white stuff

  • ^This. =)

  • what ?

  • What you said was a good comment.

  • nice dog in the background

  • hey can you us save blender uv files and open them on a paint program and modify them there then open them in the uv window for the object

  • You can export the UVs from the UV window by using Scripts > Save UV Face Layout. That will give you a TGA bitmap that you can edit in another application. When you're done, you can replace the existing UV image with the new one and just follow the guidelines.

    (...if that's what you mean.) =)

  • That's pretty cool, if using light in a game you could just make it shadeless, with GLSL.

  • I haven't played around with GLSL much, but thanks for the info. Thanks for coming by also. =)

  • Hi! Thankyou for taking the time to make this tutorial.

    Is this supposed to work when rendering? Because when I render it, all I get is black where it is supposed to be alpha (black is set to alpha) I need to use dds files, I have tried both dds and png but I don't get a transparent alpha when I render it.

  • I suppose you've already created a Material for your mesh that uses the UVTex in Map Input. You'll also have to tick "TexFace" and "A" under the Material tab. You can also activate "Ray Transparency". That should get rid of the black background of the image.

    I wouldn't recommend this method for rendering though because it's hard to make it work with lights, especially if you want to have realistic shadows.

  • Basically, the shadow this object will cast will be the shape of the mesh itself and not the shape of the UV image. So if you're using a basic plane, your tree's shadow is going to be rectangular.

    This thing is only good for games that don't use lights in the environment. =(

  • AHH It works!, I had not turned on the 'A' but I had turned on the TextFace and I didn't need to activate 'Ray Transparency' . Thankyou! now I can make trees :D.

    I'm thinking about the shadow and from this tutorial it gave me an idea to do pretty well much the same thing as you have done, but instead of just using 1 square(2 rectangles) I could subdivide it and shape it around the tree. A few more polys shouldn't hurt. I will get back to you with how it goes in the game.

    Once again thank you!

  • Yeah, shaping the mesh around the object wouldn't hurt if it's for rendering purposes. Good idea, thanks! =)

  • Go to Shading /material button /material and click on texface.

  • can this work for any image?

  • It should be a PNG with an alpha channel. (Sent you a PM too.)

  • ok ill post one later today

  • 2. remove unwanted parts of the image, like backgrounds

    3. save as a PNG image with alpha

    4. open the PNG in Blender's UV Editor

    ok i've cut the tree n save it to png.then,open in uv editor.now,how to make my background image doesnt have white color into blender?

  • "8. enable alpha and two-sided for both faces"

    Unless you're talking about the white image artifacts and if your PNG image has an alpha channel, then all you'll see is the visible parts of the image.

  • idk what exactly you mean but im guessing u mean the texture choice in blender yes its only invisible when i press add but it gets all super light but its inadvisable around the tree

  • Maybe post a video response so I can see what's wrong. I really don't get what you're saying. =(

  • ok when i hit alpha nothing happens but in the video everything but the tree turned invisible

  • Does your tree image have an alpha channel?

  • how do you make it all invisable but the tree with alpha i can find that out

  • I didn't understand your question...

  • Yuupie, now on all new blender videos on YT will be trees! Thanks :D

  • Hehehe! =)

  • ah, nice tree! why not try other species so that you have a lot of other trees together? That's a lot of work, of course. But this is good.

  • omg abcruzz i love you so much thanks now my game will have trees thanks

  • Hahaha! Alright! =)

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