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New Olive Tree


Emma
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Hello everyone :rolleyes:

I’m currently working on a new olive tree model for the Erechtheion and the olive mill. It’s still a work in progress, but here are the first results. I attached the blend file down below! For the foliage, I modeled an olive branch, textured it, and turned it into a foliage card to use for the tree.

This is my first time working on a project like this, so please don’t hesitate to give feedback, I would really appreciate it!

Have a great weekend!

- Emma

OliveTrees.blend

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P.S. I am also currently facing a problem with adjusting the normals. As you can see, it creates some strange-looking shadows. Maybe someone here has more experience with this and knows what might be going on.
 

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Hi,

awesome work!! I love the foliage, it looks really nice :) I also like your workflow, offers more possibilities than handpainting like some of the old models.

0 A.D. uses .dae files, which is not supported by blender since version 5 anymore. I will figure it how to exports your models and make a mod for it, so we can see how it looks ingame.

Until then, some things that came to my mind on a first glance:

1. Faces are shown in 0 A.D. only from one side. By activating backface culling or face orientation in the top right corner in the viewport you can see which face would be seen from each perspective. If you want to show faces from both side, you'd have to duplicate it, move it a little and flip the normal (Alt-N).

2. Everything should use just one texture. So ideally the tree trunk should be somewhere on the foliage texture too.

3. All meshes in 0 A.D. usually expand a little below ground for uneven terrain.

I couldn't reproduce the problem with the normals, looks fine on my pc.

For an olive orchard would be cool to display some black olives (the fruits) on it, so the player can harvest them similar to the berry bushes. But that's a gameplay decision I'll leave to someone else :D

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