LightWave and Photoshop tutorials:
Modeling, part one
Lighting, part one
Surfacing, part two

7. Trees and stuff

Load the forest objects. Remember to apply clip map to the forest01b, leaves, object as directed in D. Jerrard's tutorial.
Test render.


NOW is a good time to save everything.

All right, that seems quite nice. The ground needs some foliage though? Let's do it. Back in modeler clear all layers. Import ground02.lwo. With "lasso tool" (Point mode, hold right mouse button & draw selection), select the top portion of the model and copy the points to next layer, quite similar to what we did when cloning the trees.

Create a three sided cone on the next layer:



By now, you probably have guessed what we are up to? Yes, we will use point clone plus again to copy these cones all over the ground. We can use similar settings as with the trees.

They look a bit too uniform from this angle, but will probably be ok when added to the scene. There are of course ways to randomize them, and if you can't find them yourself, feel free to mail me and i will try to explain ;-)

Give the cones a "grass" surface and save/export them as "Grass01.lwo".

Back in layout render a test sphere of the ground surface. Select the grass surface, and click on the sphere. If everything went well, you have copied the ground's surface settings to the grass. F9.


Isn't it surprising how much they look like triangle cones copied all over the ground ;-)

If you remember the tree tutorial, the following step comes as a no brainer: Clip map!

A fractal noise clip with 150% value, and sized 3 cm, 50 m, 3 cm.

Sizing the texture 50m in y axis makes this practically a 2D fractal noise texture applied in y axis, as there's so little variation in Y axis on our small cones.



Looking at it this close it sure looks still ugly, but let's see it from a distance:



I think we can cope with them for now.
Remember to save everything!

Next we will put some clouds on the sky.


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