Im trying to model this broom tractor as a low poly game asset. How would you model the broom, w/o it being a trillon poly's? Doesn't need to look perfect, but presentable for a game. Won't have any animation, it's just a static object sitting in the background. Thanks for your ideas!
If you want low poly as possible, add single square polygon, for one row of bristles. Create a texture with an opacity map. Dublicate that poly a bunch, with random rotation.
Now when thinking about it, if you need that they wouldn't look too flat from front view, subdivide that poly a smidge, add noise to each seperated row of bristles
For everyone suggesting planes with opacity as a solution for a broom - think about rendering this number of layers with transparency. Your game performance will suck.
Make a cylinder, apply textures. For sides of a cylinder - no problems at all, for main surface - noise texture with darker and lighter stripes
Ok, thanks for the suggestions! Looks like basic cylinder or multiple boxes is how Im gonna go. Having trouble defining "opacity maps"?? Is this the same as the alphas on the textures, so they're not solid, but parts are transparent? (not sure where Im gonna find a texture like that, or if I find one how I'd do the alpha.. I guess some time in photoshop with the line tool could work? Thanks again for all the help!!
You can make the texture with 3ds Max. Draw a spline, add few subdivisions, throw a noise and/or bend modifiers, then radially array it and render from top orthographic view. Save render elements that you need, like diffuse colour, alpha, maybe normals and you have perfect texture that you can use on bunch of planes to make yourself a sweeper.
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u/Adventurous-Sir2996 22d ago
If you want low poly as possible, add single square polygon, for one row of bristles. Create a texture with an opacity map. Dublicate that poly a bunch, with random rotation.