» Fri Jun 04, 2010 11:01 pm
Tree's are usually the most difficult things to sell in games. If you think back on games, tree's are usually some of the first things that break your immersion because sometimes...they don't look great.
I've always thought Elder Scrolls has done a nice job, though I heard in Oblivion may have used a piece of external software, Speed Tree, to make their trees.
As a game artist myself (specifically environment art), we don't usually pride ourselves on our ability to make great trees. Most environment art guys love making buildings, rocks, vehicles, and other various hard-surface props and when it comes to trees, we're left scratching our heads. There's all sorts of threads on game art forums about the struggles with trees and foliage. So with a pine tree, and most others for that matter, the trunk and main branches are probably modeled in polygons, and then the leaves are usually on cards. The card is usually run down the branch and on these cards the artists make the leaves texture with an alpha channel so there's transparency. That's usually where the disconnect is, oftentimes games leaves LOOK like they're on a flat card, rather than being a uniquely modeled piece. That's just the way it is now, if it was done any other way, it would be extremely expensive (polycount), and if the forests are as dense as they are in the Elder Scrolls series, it's just not worth it.
I for one think Bethesda does a great job nailing that organic, natural vibe...