LarryG on 11/12/2012 at 03:00
Hmmm. No tassels, no corn. That's how corn sex works. You can have tassels and no corn, but not corn and no tassels. Sorry, unless you are into modern agribusiness, that's just how corn works.
You see, corn is hermaphroditic, and to prevent self-pollination, modern hybrid seed corn practice is to plant 4 rows which get de-tasseled (called "female corn" because you cut off the male parts) then 1 row of the corn you want to cross it with, which you leave tasseled (male corn), then 4 rows of female, then male, then 4 female, etc.. But that's the only time you would see mature corn plants without tassels: when humans have removed them. Maybe reduce polys another way in the interest of accuracy? Less ear per stalk is one way. Two or three at the most. Or not.
But it looks really good!! I'm getting hungry.
"Knee high by the 4th of July" is a standard measure.
Harvest can be mid July through September depending on how you staggered your plantings, how far north you are, what the weather was like, etc. etc, etc.
Renzatic on 11/12/2012 at 04:07
Quote Posted by LarryG
(called "female corn" because you cut off the male parts)
...that's horrible. :(
The tassels would look quite a bit better, but I left them out for performance reasons moreso than anything. I'm not sure how many Sneak intends on having in a single scene, but at just shy of 1100 tris, it's a little on the heavy side. I'll go ahead and do it if he wants them, but I'd like a judgement call before I start adding any more to it.
Sneak, if you've got Blender installed, (
https://dl.dropbox.com/u/3018396/CornStalk.zip) here's the pre-gameready model to check out. Zip around it and give me an opinion.
sNeaksieGarrett on 11/12/2012 at 04:12
Quite interesting LarryG. Having an accurate model is of course the best thing, but I can also understand cutting down for poly reasons.
Especially with thief, but if it helps, I'm going to use this corn in thief 2 1.19 which from what I've heard can have more polys shown on screen (I think? I don't remember the details) than thief 2 1.18 could.
Renzatic, I'll have to redownload blender and have a look at it. I went back to anim8or because blender seemed too complicated and I liked the simplicity of anim8or. In any case, I really like the model. As for how suitable it is for dromed, I'm not sure.
Renzatic on 11/12/2012 at 04:13
Quote Posted by sNeaksieGarrett
Renzatic, I'll have to redownload blender and have a look at it. I went back to anim8or because blender seemed too complicated and I liked the simplicity of anim8or. In any case, I really like the model. As for how suitable it is for dromed, I'm not sure.
Dromed will take it. I've been able to import models as high as 1600 tris before no problem. It's how well Dark runs with about 50 of them in a scene that's the question.
LarryG on 11/12/2012 at 04:34
I don't think that it matters how many polys it is once DromEd accepts it. However, having 50 of anything in a single scene is pushing it. In that case you would be better off with 100 poly corn plants in blocks of 10 each (or 200 poly corn plants in in blocks of 5). Is Garrett suppose to be able to wander amongst the "alien corn"? Because that ain't going to happen with high poly corn plants.
sNeaksieGarrett on 11/12/2012 at 04:46
I tried loading it in blender but your targa file didn't load and I have no idea how to apply it to the model. I made sure the .blend and .tga files were in the same folder too.
Hmm, well considering I need the corn for a farm, there's going to be tons of objects in one large area. (I assume you mean "scene" as in air brush?) I guess he'd need to drop the polys on it then? I could at least drop a few of them as they are now in dromed and see how well it runs on my machine.
Renzatic on 11/12/2012 at 05:01
Quote Posted by sNeaksieGarrett
I tried loading it in blender but your targa file didn't load and I have no idea how to apply it to the model. I made sure the .blend and .tga files were in the same folder too.
Dumb question, but did you turn viewport shading on to texture? You can tell if it's trying to load the texture but can't find anything if the model is a bright, unshaded pink color. If it's grey, then it's missing the texture entirely, and needs to be reapplied by...
If it's missing, just read (
http://wiki.thedarkmod.com/index.php?title=Blender:_UVs_%26_U_Part_1) this to figure out how to apply the texture to it. Pretty easy overall, but it's a bitch to figure out that first time. Look up "setting up your materials" near the very top.
Quote:
Hmm, well considering I need the corn for a farm, there's going to be tons of objects in one large area. (I assume you mean "scene" as in air brush?) I guess he'd need to drop the polys on it then? I could at least drop a few of them as they are now in dromed and see how well it runs on my machine.
The corn ears practically double the polycount on the model. Deleting them knocks it down to 600 tris give or take. I could probably go even lower by deleting some of the edges off the leaves so they don't bend and kink quite as smoothly. It won't look as nice, but you'll be able to pile them in more densely than the full on model.
Personally, I recommend going earless first, then lower res mesh next.
Quote Posted by LarryG
Is Garrett suppose to be able to wander amongst the "alien corn"?
Are you making fun of my corn? :mad:
jtr7 on 11/12/2012 at 05:06
Could you remove three bottommost leaves instead of removing some folds?
Renzatic on 11/12/2012 at 05:19
Yup, and...wow. That actually looks a little better.
Didn't remove enough to make a huge difference though. About 60 tris. Removing those three leaves and the bottomost ear drops me down to 930 tris.
Edit: Okay, I went through and culled down a bit with the intentions on keeping things as similar as the higher poly original. Deleting those bottom three leaves, 2 ears of corn, and culling down a few random edges gives me this...
Inline Image:
https://dl.dropbox.com/u/3018396/corn_stalk_2.jpg...at 734 tris.
LarryG on 11/12/2012 at 05:25
Quote Posted by Renzatic
Are you making fun of my corn? :mad:
More commenting on Garrett's life, how he seems to be a stranger in a strange land wherever he goes. The allusion though is to John Keat's poem "Ode to a Nightingale" where he speculates on Ruth's loneliness after she moves from Moab to Israel.
Quote:
...
Thou wast not born for death, immortal Bird!
No hungry generations tread thee down;
The voice I hear this passing night was heard
In ancient days by emperor and clown:
Perhaps the selfsame song that found a path
Through the sad heart of Ruth, when, sick for home,
She stood in tears amid the alien corn;
The same that oft-times hath
Charmed magic casements, opening on the foam
Of perilous seas, in faery lands forlorn.
...