If I am building a scene (something large enough for a player to walk in any direction for say, a minute) is it a better idea to bring in my own tree models or do use Unity’s tree painter tool. I haven’t used the tool at all so I hope I phrased that right. I’m new to Unity.
Your choice, Silly question. What do you want. Ask yourself, we do not know what your doing. The tree place tool is fine, it depends if you like the trees or not, if you do not like the trees bring in your own.
Rex170: You might get better answers if you write in more detail why you want to know the anwer to this question? Is it an optimalization question? A workflow question?
Warning! The following text is a completely offtopic rant, so don’t read on if not intrested:)
Now I’m a complete noob here, so take the coming rant into account when reading this.
Since Unity3 is a free package this forum get’s more and more people that doesn’t have a clue how to make a game, especially the programming part. This leads to a lot of wasted “space” in the forum (and I myself is a part of that) since a lot of “stupid” questions comes often up. Remember that this forum is used by PROFFESIONALS, people that actually make a living out of using this engine, I would think these people might get a little fed up by all the constant noobness going around which again might end up into post that may sound a bit harsh, but tbh I think more harsh (honest) posts are needed:)
As more people use Unity the more uneducated people is attracted, so maybe somekinda forum where all the paying customers or proven proffesionals can mingle and chat about fruitfull stuff instead of wading through post from 12 year olds. This may seem elitist, but in order to have a meaningfull community where everyone is happy it might be a solution.
This depends on what trees you’re using and how many. If you’re using a lot of high-poly trees from like one of Unity’s given trees to create a dense forest in a large area (with a large farclip), you may have problems with render-time (how fast your computer can render everything, making the game laggy or slow); adding colliders may also harm your render time and your speeds. However if you have a lot of low-poly trees, lets say 50 polys, having that same area full of trees may not make that much of a difference.
I personally (my opinion, it’s not necessarily the way to go) find it better to create your own tree in a modeling program (blender, 3DS Max, Maya, etc.) and using that model instead of the preset ones given to you from Unity. It’s ultimately your own decision if you’re going on “what you want”, but as said above by TvM79, it will help to know what type of question you’re asking (is it optimization? Workflow?)
I haven’t had any problems with the tree painter, even with my weaker end 2-Gig single core CPU. I just needed to be conservative and conscious of what my computer can handle.
Maybe you are right, but , this is my mind:
Forum is a place that let people learn from each other, no matter if you are a noobness or not.
This forum didn’t limited that if you are a professional, and I didnt see this forum limited that, either.
Maybe Unity’s team have to add a new place that is only for professional.
But maybe I was wrong.
Thank for your notice, I will remember that!
Better in what sense? Unity’s tree creator is an awesome tool, especially for those that don’t know much, if anything, about modelling. Can you do something better yourself? probably. Is it necessary? probably not. So what is the actual question here?
Nevermind the above argument of noob vs professional. forum is a place to learn as Rex suggests, but we can’t help you answer questions without knowing what it is you’re asking.
Rex170: I’m sorry if you feel that I attacked you, but my respond was more my pov of why people respond angry:) Forum is always a awesome place to learn, but I think a lot get lost in translation via the internetz, so we gotta be careful about how we express ourself (as I probably did a poor job in my earlier post). Anyways, a more detailed question would probably give many good answers:)
To those who think my question wasn’t detailed enough:
Fair point. But when you are new to something, often times you don’t know what you don’t know. It is difficult to phrase things without having even a basic foothold in the topic. My post mentioned that “I hope I phrased it right”. So, I apologize (to some) for not being advanced enough to ask the question. Please be patient and as I learn I’ll be better at asking.
That is where you are wrong. Forums are where people can learn. I have learnt alot from novice and they have learnt alot from me (I hope) in the forums. If we get separated how can begginers advance.
@ Mowgliworf I would make your own trees without unity. THe unity one can be a bit messy
Thinking about why UT invested the time to provide http://answers.unity3d.com in case searching fails on the board
Thats how you would do it reasonably and most productive.
Relying on the board instead of learning how to walk even babysteps will only lead to major frustration along your path and out of my experience in most cases either with flamebabies or with people that drop the hobby again cause it was too much for them / too frustrating.
Yep, unfortunately there’s no ready-rule about the balance to get between :
trees whith many polygones but very smal alpha areas (typically 1 little map for a leaf)
trees very low poly count but huge clip maps including one ore more branchs and tens of leaves (which means very large transparent parts to be refreshed)