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July 3, 2010
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Creative Commons License
Some rights reserved. This work is licensed under a
Creative Commons Attribution 3.0 License.
:iconnobiax:
-- MASSIVE UPDATE/UPGRADE --

Other packs : [link]


Youtube : [link]

HowToUse Tutorial : [link]

Free to use or to modify - fav it if you use it & give a link if you post some art or else with this inside

references : my garden

EDIT : Meshes edited, bug fixed !!! (especially under UT3)
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:iconstevelois:
A little post to say that Achernar send me the file in ASE format & after making the material, it simply look awesome :D

THX for taking the time to fix it, your assets are now used for games, quite cool don't you think :)
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:iconnobiax:
Yeah, cool, thank you =)

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:iconlord-crios:
Really coo, thank you. Can i use it for create a fern to redistribuite as prop for Poser/DAZ? Redistribuite as freebiees of course.

--
------------------------------------------------

My 3D Site : Extend3d [link]
* Sale on clothes at 40% - Introductory sale on Minotaurus *

My Blog : Criosvivendi [link]
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:iconnobiax:
Yes, you can =)
Other people do the same thing for UDK & UT3 :)

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:iconlord-crios:
Thank you very much.

--
------------------------------------------------

My 3D Site : Extend3d [link]
* Sale on clothes at 40% - Introductory sale on Minotaurus *

My Blog : Criosvivendi [link]
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:iconstevelois:
Ho that is awesome, so it's now fixed :D

Will try the new mesh this w-e, btw it is V3 or V2.x or... ?

THX both for your time & effort. I greatly appreciate :)
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:iconnobiax:
it's v2.1 :D

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:iconachernarz:
Opps. Please scratch above post.

For some strange editor bug the meshes weren't being rendered in the engine. After a restart they jumped back into existence - Your meshes work perfectly! This is a nice surprise. :wow:

Out of curiosity what change did you make.

Big thanks once again! :)
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:iconnobiax:
I moved a bit down the meshes of the bottom side.
They were exactly at the same place than the top meshes that's why it was so bugged :D

Thank you for reporting me this bug :thumbsup:;)

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:iconachernarz:
Hi Thanks for doing some work on this, much appreciated :)

There is a difference, the flipped normals resulting in invisible areas are less obvious. But for some reason each blade had the normals flipped, some laterally and others oppositely. So it appears the conversion is causing some displacement or recalculation of the normals.

1. I wonder if it is the .ase exporter in Blender as apposed to the format conversion itself. Do you think this is a valid test? Unreal have a 3DS Max plugin for this I think [link]

I understand you duplicated the mesh and just flipped the normals to give the underside that nice texture.

2. Alternatively is it possible to give the leaf blades some thickness (say using the solidify modifier, at least that's what its called in Blender) and re-texture. But I understand if this is more work than you would like though.

3. Perhaps your suggestion to delete the bottom mesh would work too.

Thanks for your efforts on this ;)
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