Next-Generation Casual Entertainment

Sony Entertainment Network announced | Edge

Sony Entertainment Network announced | Edge

2011-Aug-31

Online services including the PlayStation Network unified under new Sony banner.

Sony has announced the Sony Entertainment Network (SEN), a newly branded platform encompassing the firm’s digital delivery services.

Revealing the new banner at the IFA consumer electronics expo in Berlin, Kaz Hirai, president of Sony's consumer products and services group, billed SEN as a more streamlined way to enjoy online entertainment experiences across Sony platforms.

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PlayStation certified Sony Tablets dated, priced | Edge

PlayStation certified Sony Tablets dated, priced | Edge

2011-Aug-31

Single-screen and dual-screen devices will launch in September and November respectively, with prices beginning at £399.

Sony has announced launch windows and pricing details for its first two Sony Tablet devices.

“Optimised for rich media entertainment” on a 9.4 inch touchscreen display, the single-screen Sony Tablet S will start at £399 when it launches in Europe at the end of September. The release of a Wi-Fi version, which weighs approximately 598g and comes with 16GB or 32GB of storage space, will be followed by the launch of a Wi-Fi/3G model in November 2011.

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Monster Hunter Portable HD storms Japanese chart | Edge

Monster Hunter Portable HD storms Japanese chart | Edge

2011-Aug-31

New PS3 and PSP games dominate the software rankings, but 3DS continues to lead hardware sales.

Monster Hunter Portable 3rd HD, the debut title in the PSP Remaster series, entered the Japanese software chart at number one after selling just shy of 290,000 copies in its first week of availability.

Announced in May, the PSP Remaster promotion brings PSP titles to PS3 in HD with exclusive content and 3D support, and allows for game saves to be shared between the two systems.

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TreeCreator Tutorial | Unify Wiki

TreeCreator Tutorial | Unify Wiki

2011-Aug-31

TomoI:


<h2 style="clear: both; padding: 1em 0 0 0;">Preface</h2>
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This tutorial explains some tricks and techniques i have used to model my trees which you can find and explore on the asset store – like the [http://u3d.as/content/forst/birch-trees-package-updated-/1F1 birch trees] or [http://u3d.as/content/forst/spruce-trees-package/1Rx spruce trees package].
<br>
I hope that it will help to increase the overall quality of your trees – be it the visual impact or the technical quality as far as performance optimization is concerned.<br>
Any feedback is highly appreciated. So please follow the official thread on the [http://forum.unity3d.com/threads/103078-tree-creator-tutorial-%96-PUBLISHED forum].<br><br><br>

<p style="font-size: 16px; line-height: 20px;">You can download all example files like textures, meshes and final trees from the [http://u3d.as/content/forst/tree-creator-tutorial-assets/2hh asset store].</p>


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<h2 style="clear: both; padding: 1em 0 .5em 0;">Creating the basic tree model</h2>
<h3 style="clear: both; padding: 1em 0 0 0;">Getting some references</h3>
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As we are going to create a Sycamore tree, start by looking for some references on the overall shape of those trees and their branching structure. Of course there are hundreds of different shapes so just decide which one you will go with.<br>
I have to admit that I did not spend enough time on looking for proper references and trying to match a special shape. It wasn’t my first goal to create a sycamore tree but I rather focused on some more general aspects of working with the tree creator. So please be lenient towards me as far as the authentic shape of our final tree is concerned.
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[[File:Ref result.jpg]]
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<h3 style="clear: both; padding: 1em 0 0 0;">Creating the tree</h3>
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<b>Creating highly detailed geometry</b><br>In case you want to model a thin but highly detailed trunk please look here before starting to work on your tree: [[#Creating_highly_detailed_geometry]]
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* First step in modeling of course is to add a new tree -> "Game Object" -> "Create Other" -> "Create Tree".
* As it is always good to have any kind of reference just place one of your characters next to the new tree.
* Now add a "Capsule Collider" to your tree prefab and adjust its height and width to the desired values: 15m/ 0.5m.
* Set the "Radius" of the first branch group [which will become the trunk] to 0.5 and adjust the "length" so it will fit your desired dimensions.
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<h3 style="clear: both; padding: 1em 0 0 0;">Adding Branches</h3>

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[[File:01 branches growthscale default.jpg|240px|right]]
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* Add a second branch group to you tree.
* Set the "Frequency" to "12"
* Choose "Whorled" as "Distribution" and set the "Whorled step" param to "3".<br>This will end up in more or less boring distribution of branches but makes sure, that our tree will have a rather full look from any view angle. Check this by looking at it from the top. <br>The individual look of the tree will be added later.
* Adjust the "Distribution" by editing its curve, pushing both keys toward the center and raising one of the control points.
* Having a look at the reference photography you will see that the main branches or limbs grow in a rather steep angle keep close to the trunk at their pivot but bent away from the trunk at their top. So next we will adjust the branches’ shape.<br>Do so by setting the "Growth Angle" to "0.5", then edit the curve and lower the second key a little bit. This will make the branches bent away.
* Adjust the "Seek sun" param to give the branches their basic shape. Try also to edit its curve.
* Instead of adjusting the length by using the "Length" slider i would always go with the "Growth Scale" parameter as it comes with a curve and will give you much more control over the tree’s shape.<br>So just leave the "Length" slider untouched and open the "Growth Scale" curve editor.<br>Of course you might just increase the distance between start and end of the "Length" slider just to get some more variety in the length.
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[[File:02 branches growthscale custom.jpg|240px|right]]
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* Start reshaping the tree by editing the "Growth Scale" curve until the result fits your reference.
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<h3 style="clear: both; padding: 1em 0 0 0;">Adding the bark texture</h3>
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[[File:Bark material.png|240px|right]]
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Now it is time to add our first texture.
* So create a new material, choose the "Tree Creator Bark" shader and assign your bark texture.
* Next assign your bark material to the tree by dragging it to the slots "Branch Material" of the trunk and the first branch group.
<h4>The optimum bark texture</h4>
As the bark texture will be repeated over the y-axis i usually work with a 512px x 1024px [width x height] texture in order to reduce visual tiling and add more fidelity to the bark. Working correctly with such none square textures will make you to set up the tiling like: "x = 1 / y = 0.5" in the material inspector. You might lower the y-value, but please note that any x-values different from "1" will be ignored.
<p style="font-size: 94%;"><b>Note:</b> y-tiling is set to 0.75 as it turned out to look better.</p>
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<h3 style="clear: both; padding: 1em 0 0 0;">Adding some leaves</h3>
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Next we will start to add some leaves on the second branch group.
Unity offers 5 different geometry modes for leaves. I usually go with "Mesh". Why that?
* "Billboards" are no option for me.<br>In case you model some trees for e.g. a racing or 2.5d game this might be the way to go with as the player won’t look at your trees from very much different angles. But thinking about a game with a first person controller the player might suddenly look up and start to turn around, which would look pretty weird using billboards on the leaves.
* So let us have a closer look on "Mesh" vs. "Plane", "Cross" and "Tricross".

<h4>Meshes vs. Planes/Crosses/Tricrosses</h4>
<h5>Pros</h5>
* unique 3d shapes no flat squares
* better as far as fillrate and overdraw is concerned
* possibiltiy to share one texture for e.g. leaves and twigs or even different meshes just for the leaves.<br>unity only has a limited size for the tree textures which is 1024x1024px. this texture is shared by all materials assigned to a tree. So having 1 bark texture, 1 texture for the leaves [added as leave group] and 1 texture for twigs [also added as leave group] will divide the texture into three chunks: 2/3 of the texture is taken by bark texture, the other 1/3 is shared 1:1 by leaves and twigs which will end up in a pretty poor leave texture resolution.<br>Using meshes for leaves and twigs with their own uv mapping allows us to just have one texture/material for both and enables us to manually assign the texture space taken by each leave group.

<h5>Cons</h5>
* usually some more triangles
* difficult to handle
* needs a 3d app to model the mesh
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<p><b>Example of leaves added as planes vs. meshes</b></p>
<p>[[File:Planeleavesexample.jpg|200px]]</p>
<p style="font-size: 94%;">Notice the highly visual shape of each leave plane.</p>
<p>[[File:Meshleavesexample.jpg|200px]]</p>
<p style="font-size: 94%;">Still noticeable shape of each leave mesh but much better i think.</p>
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<p><b>Texture atlas</b></p>
<p>[[File:02 exampleTexture.png|200px]]</p>
<p style="font-size: 94%;">Example of a texture atlas automatically created by the built in tree creator when working with 3 materials.</p>
<p>[[File:02 2 exampleTextureManually.jpg|200px]]</p>
<p style="font-size: 94%;">Example of a texture atlas automatically created by the built in tree creator when working with manually uv mapped meshes all sharing the same material. In this case it is one mesh for the leaves and three meshes for different kinds of twigs.</p>
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<p><b>Unique shapes of mesh modeled leaves</b></p>
<p>[[File:Uniqueshapes.jpg|200px]]</p>
<p style="font-size: 94%;">Notice the drooping branches and leaves – impossible to achieve with just planes.</p>
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<p><b>Using LODs of mesh modeled leaves</b></p>
<p>[[File:Leaves lods.jpg|200px]]</p>
<p style="font-size: 94%;">It is easy to create different versions of your leave mesh all sharing the same material but having a different number of triangles. Use those meshes to create different LOD versions of your tree or even mix them within one model e.g.: use a highly detailed mesh on the lower part of your tree and the outer regions of the branches, use a simple one at the upper parts of the tree.<br>Of course you can also create just different versions of the mesh e. g. with flipped uvs just to increase the visual variety.</p>
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<p><b>Fillrate optimization</b></p>
<p>Not only high numbers of triangles will slow down your system but it is also limited by fillrate. Modern hardware should not have any problems on a high triangle count, but the number of pixels which have to been drawn might be the bottleneck – no matter if those pixels are fully transparent or not. So making the mesh fitting your texture tightly will save the gpu a lot of work.</p>
<p>[[File:05 fillrate.jpg|200px]]</p>
<p style="font-size: 94%;">Comparison of mesh and plane leaves: All grey pixels in this image would have to been drawn in case you used a simple plane for the leaves. Using a tightly modeled mesh instead would save up to 40% as far as the fillrate is concerned.</p>
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<h4>Modeling the Meshes</h4>
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[[File:Mesh3d.png|240px|right]]
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* Open your favorite 3d app and start with a simple plane.
* Assign your leave texture.
* Manually subdivide the mesh and give it a 3d shape. Usually leave planes are modeled somehow like a kite. Just have a look at the trees shipped with unity’s terrain asset.
* As you need double sided geometry for the leaves: Double the mesh, flip its normals and combine both meshes into a single one.<br><b>Why double sided geometry?</b><br>The old "soft occlusion leave shader" does not cull geometry that does not face the camera – the new "tree creator leaves shader" does! It has to do so because of the lighting function and the support of translucency: leaves look different either viewed from front or backside.<br>If you do not use double sided geometry the leaves will completely disappear when you look on them from the backside.
* <b style="color: red;">Update: </b>Make sure that the mesh’s origin is at 0 / 0 / 0 and rotate the whole mesh upwards by 90 degrees. This is needed later on by our special method of placing the leaves.<br><b style="color: red;">Update: </b>In case you use a different parameter than "Growth Angle" to adjust the leaves you might have to rotate the mesh into a different direction. Just try. And keep in mind that "negative" rotation will end up in the leave first grow or pass through the branch, which might be helpfull to place leaves on rather thin branches.
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[[File:03 add some leaves.jpg|240px|right]]
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Import your leave mesh and start to add the leaves to the second branch group. Only add a few ones first [setting the "Frequency" to something around 6] in order to get a better idea of how they are placed.<br>
As you can see on the picture to the right: Just after adding the leaves they are facing in pretty much any direction, which looks very weird.
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[[File:04 leaves horizontal aligned.jpg|240px|right]]
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We are going to fix this weird look by setting the "Horizontal Align" to 1.
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[[File:05 leaves horizontal adjusted.jpg|240px|right]]
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Looks better now but pretty boring and unnatural. So we add some "noise" by lowering the "Horizontal Align" to 0.6 and setting "Perpendicular Align" to 0.45 which turns out to give us a result like shown on the right.
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[[File:06 add more leaves.jpg|240px|right]]
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Now we can start to add some more leaves by raising the "Frequency".<br>
This might now be the time to adjust the leaves’ size.<br>
<b>Please note:</b> Do not touch the "Size" parameter because changing this will totally corrupt the leaves’ size on entering the manually editing mode. In case you want to resize the leaves just use the "Growth Scale" curve. Unfortunately this limits the maximum length/size of any leave mesh to something around 4m. Please keep this in mind when drawing your texture.
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[[File:07 leaves distribution.jpg|240px|right]]
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Adjust the "Distribution" of the leaves and make sure that there are no leaves at the origin of the branches [as this would be unnatural] and at the end [as this would look strange due to the very low thickness of the branches] by narrowing the curve.
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[[File:08 leaves growthangle.jpg|240px|right]]
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You may change the angle of the leaves by adjusting the "Growth Angle", so leaves that are near the trunk point towards the ground and leaves at the end of the branches more or less follow the direction the branches are pointing to.<br>
<b style="color: red;">Update: </b>Watch the curve…
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[[File:09 add more leaves.jpg|240px|right]]
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As our basic setup looks fine now we can add some more leaves until the tree gets a more or less full look.
But please make sure that you don’t add to many leaves as it will boost your triangle count and does not necessarily increase the visual quality of your tree.<br>In our case it is 84 leaves all together for the first leave group.
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[[File:10 second leavegroup.jpg|240px|right]]
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Next hide the first leave group, then add a second leave group, in order to get a nicer look at the branches’ endings, whose leaves are distributed just there and pointing into the same direction as the branches themselves.<br>
Do so by editing "Distribution", "Growth Angle" and "Perpendicular Align". Please note the negative value of the "Growth Angle" to force the leaves to point upright.<br>A negative value of the "Growth Angle" is only needed if you work with the rotated leave mesh. But you could easily duplicate your leave mesh, rotate it in your 3d app – even change its shape – and assign it to the second leave group. In this case you would have to make sure that both meshes share the same material. Do so by editing the import settings of both meshes and setting the "Material" -> "Generation" parameter to "Per Texture". Otherwise the tree’s texture atlas would be divided into three chunks…
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[[File:11 leaves preview.jpg|240px|right]]
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Turning on the first leave group again will give us preview on the whole tree.<br>
Looking pretty nice apart from the poor texture quality which we will increase in the next step.
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[[File:12 leaves texturequality.jpg|240px|right]]
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In the "Project" tab click the generated texture for the tree [treename_Textures] and change its settings like shown on the right: Raise the aniso level, choose "Texture type" = "advanced" and set "mip map filtering" to "Kaiser".
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[[File:13 leaves trunk.jpg|240px|right]]
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Next we will add some leaves to the trunk itself – just like we added the second leave group.
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[[File:14 leaves finaltree.jpg|240px|right]]
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Finally all leaves are added and this is how our tree might look like.
Now you can rework all parameters like "Growth Scale" or "Seek Sun" of the branches to improve and adjust its shape.<br>
Just because we can, let’s add some dry branches or twigs. Due to the fact that we use a tightly modeled mesh we have some space left on the leave texture so we can add a small twig to the texture without loosing any quality on the leaves, create a mesh in any 3d app, uv map it and add it as fourth leave group.<br>
<h3 style="clear: both; padding: 1em 0 0 0;">Finetuning the master</h3>
If you haven’t done already it is time to add a windzone in order to see how the tree bends.<br>
* Especially leaves tend to float around and loose the connection the the branches using the default values. So just lower them. "Main Wind", "Main Turbulence" and "Edge Turbolence".
* Hit "play" to check your changes.
* After adding some noise to the trunk, may be a flare our procedural master will be done.
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<h3 style="clear: both; padding: 1em 0 0 0;">Summary</h3>
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* Use meshes for the leaves.
* Whenever you can: Use a parameter which comes with a curve to adjust your trees’ shape.
* At any step of the process check your tree from different view angles.
* Do not touch the "Size" parameter of any leave group because changing this will totally corrupt the leaves’ size on entering the manually editing mode. In case you want to resize the leaves just use the "Growth Scale" curve.
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<h2 style="clear: both; padding: 1em 0 .5em 0;">Optimizing the tree model</h2>
<h3 style="clear: both; padding: 1em 0 0 0;">Optimizing the overall shape</h3>
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Until now everything has been adjusted procedurally, but this probably won’t give us the desired shape. And spending more and more time on tweaking the values won’t either.<br>
So we will enter the manual editing mode:
* Duplicate the procedural master and continue working with the new copy in order to keep the procedural master.
* Especially the primary branching structure needs some adjustments. Reshape them in length, rotation and position.
* As our bark texture is rich in contrast you may have to move the branches’ pivot in order to make the seems between trunk and branch less visible.<br>
[[File:Branch seem.jpg]]<br>
* Although we have adjusted the leave meshes very carefully there will be some rather weird looking branches. Find them, try to adjust them by rotating [which is pretty difficult and uncomfortable], move them or just delete them.

* <b style="color: red;">Update:</b> When duplicating your master tree, do not duplicate it while it is in the hierarchy... doing that will just clone the exact tree, and when it is editing, they will both change. Instead, duplicate the tree in the Project view.
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<h3 style="clear: both; padding: 1em 0 0 0;">Optimizing the leave texture</h3>
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Less is more: Of course most of the time you want to create a fully looking tree with a lot of leaves. But working with a very dense leave texture will end up in leaves meshes which are pretty obvious to the player. In this case try to lower the density of your leave texture.<br>
Left: original leave texture / Right: less dense leave texture<br>
[[File:Leavetexture density02.jpg]]
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<h3 style="clear: both; padding: 1em 0 0 0;">Saving texture memory</h3>
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Although you might have created several trees all sharing the same textures Unity will not recognize this but automatically create materials and textures for each tree and send them to the gpu to render.<br>
In order to save texture memory and texture load at runtime we can manually assign the materials so all trees really just share two materials – one for the bark and branches, one for the leaves.<br>
Do so by just deleting all the created texture folders except for the first one, then assigned the materials "Optimized Bark Material" and "Optimized Leaf Material" from the first tree to each tree by dragging them from the project tab to the proper slot of each tree in the inspector tab.<br>Changing any parameter on any tree will Unity force to recalculate the textures so the additional folders will be recreated. In this case just delete the new folders and reassign the original materials like described above.<br>
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<h3 style="clear: both; padding: 1em 0 0 0;">Optimize the tree for performance</h3>
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There has been a discussion on the forum dealing with the topic of poly count of trees and its impact on the performance: [http://forum.unity3d.com/threads/86038-SpeedTree-in-Unity/page5 forum].<br>
My personal summery:
* Of course it is good to keep the poly count low, but numbers between 1500 – 2500 for a common tree should be ok.
* Alpha testing on the leaves seems to have much more impact on the performance than a high poly count. So try to work with tightly modeled meshes in order to save fillrate as described above.
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<h2 style="clear: both; padding: 1em 0 .5em 0;">Further tips</h2>
<h3 style="clear: both; padding: 1em 0 0 0;">Creating highly detailed geometry</h3>
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[[File:Highpolytrunk01.png|240px]]
<p>The picture above shows [from left to right]:</p>
* standard trunk [Radius: 0.25]
* standard trunk with misapplied flare [Radius: 0.25 / Flare Radius: 0.1, Flare Height: 1.0, Flare Noise: 0.3]
* resized model [2:1] with flare added [Radius: 0.5 / Flare Radius: 0.9, Flare Height: 0.03, Flare Noise: 0.7]
LOD setting of both tree and trunk are set to maximum on each tree.
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Unfortunately the tree creator automatically creates very simple geometry in case you set the "Radius" of your tree’s trunk to values below something like "0.5". Even if you raise the tree LOD and the LOD of the trunk to their maximum values geometry just would be an extruded simple quad.<br>Trying to get around this limitation I have found 2 solutions which both have their pros and cons.<br>
<h4>Misapply the "Flare" feature</h4>
The easiest way is to misapply the "Flare" feature.
* Set the "Flare Height" to "1".
* Then slightly increase the "Flare Radius" until you are satisfied with the generated shape.
<h5>Pros</h5>
* You can add this to any already existing tree.
<h5>Cons</h5>
* This method only increases the level of detail on the lower part of the trunk but not the branches.
* You can’t have any real flare anymore.
<h4>Scaled modeling</h4>
A bit more complicated would be to model the whole tree in a scale of 2:1 or even 3:1
* Select your tree prefab an set its xyz "Scale" parameters to "0.5" [scale: 2:1].
* Then drag the tree into your scene and start modeling.
* <b>Please note: </b>Make sure when using the terrain engine to paint the tree that you set the "Tree Height" and "Tree Width" to "50".
<h5>Pros</h5>
* This method increases the level of detail on all parts of the tree and gives you much more control.
* You still can add a real flare.
<h5>Cons</h5>
* You should do it before starting to model the tree.
* The size of the leaves planes or meshes will also be reduced. As mentioned above I would not suggest to use the "Size" parameter but only the "Growth Scale" curve to adjust the leaves’ size. Modeling the tree in a scale of 2:1 would end in a maximum size of the leave meshes at 2m [instead of 4m] which is not very much. In case you need a bigger size of the leave meshes and use the "Size" parameter you will loose the possibility to manually adjust the leaves’ position and rotation.
* You will get much more triangles on both trunk and branches. But as we basically want to increase the number of triangles on the trunk’s diameter you can just delete some of the control points of the trunk and choose a lower LOD for the branches. Doing so will give you a highly detailed tree in the lower parts which are highly exposed to the player and an optimized version at the upper parts.
</div>
</div>
</div>

<h3 style="clear: both; padding: 1em 0 0 0;">Basics about setting up the leave texture correctely</h3>
<div style="clear: both; padding: 1em 0 0 0;">
<div style="border-top: 1px solid #ccc; padding: .5em 0 0 0;">
<div style="margin-right: 260px;">
<h4>Getting around texture artifacts</h4>
Especially when working with leave planes you might notice some weird textured leaves.<br>
[[File:01 original texture.png]]
<br>
As you can see there is one weird looking leave plane just appearing as some kind of white line.<br>
This plane is viewed from a very flat angle so the visible artifacts are a problem of inaccurate texture look up.<br>
Please note: The tree’s bark is white. As in the generated texture of the tree creator the bark’s texture appears right next to the leaves texture within the same texture atlas it is just the bark texture that makes the leave plane appear in white.<br>
<br>
The picture above also shows some dark outlines around the leaves. The reason for this is that the setup the color layer and alpha mask is not correct, for it does not have any overfill.<br>
[[File:05 alphamask.png]]

See Unity’s [http://unity3d.com/support/documentation/Manual/HOWTO-alphamaps.html docs] for further details.<br>
Reworking the leave texture in the way described above will give us much nicer edges:<br>
[[File:03 optimized texture.png]]<br>
So now it is time to get rid of the weird textured leave plane.<br>
simply fix this by <b>raising the aniso level of the generated diffuse texture up to "9"</b>:<br>
[[File:04 tweaked texturesettings.png]]<br>
le voila: everything looks fine. the leaves now appear much sharper. if you have a closer look there are still some pixels where there has been the weird white line before but now they have the correct color of the leave texture.<br>
<h4>Avoiding gaps between leaves and branches</h4>
The leave texture used in the example above makes it impossible to get a connection between the (modeled) branch and the branches baked into the leave texture as those do not fit the leave plane’s pivot:<br>
[[File:06 textureconstruct.png]]<br>
</div>
</div>
</div>


<div style="clear: both; padding: 1em 0 0 0;"></div>

<h2>Any feedback is highly appreciated. So please go to the official thread on the [http://forum.unity3d.com/threads/103078-tree-creator-tutorial-%96-PUBLISHED forum] and post your questions, comments, wishes or results so that the community can participate in your experience.</h2>

To be continued…

[[Category: Tutorials]]

3DS tops Japan charts again, but sales declining rapidly

3DS tops Japan charts again, but sales declining rapidly

2011-Aug-31

The 3DS continues to see a sales resurgence in Japan, shifting over 60,000 units last week off the back of a recent price cut. It outsold its nearest competitors, the PS3 and PSP, by almost two to one.

However, last week's 3DS sales (as reported by Andriasang) are down from almost 200,000 units two weeks previously.

The slump is not Nintendo-specific, though - all formats appear to have suffered a decline in sales. The full hardware chart is as follows:

Read more...

Indie Games Arcade chooses 12 titles for Eurogamer Expo

Indie Games Arcade chooses 12 titles for Eurogamer Expo

2011-Aug-31

The Indie Games Arcade has selected 12 titles for this year's Eurogamer Expo, to be showcased at the consumer event taking place September 22-25.

The Arcade is supported by Sega, with a shortlist of independently created titles chosen from over 100 submissions.

"Getting such a lot of submissions down to the final 12 was an immensely difficult job", said David Hayward, curator of the Indie Games Arcade.

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Activision buoys Vivendi second quarter profits

Activision buoys Vivendi second quarter profits

2011-Aug-31

Vivendi has reported an increase in revenue and net profits for the second quarter of 2011.

It posted revenues of €7.069 billion (£6.262b/$10.199b), a year-on-year increase of 0.2 per cent, and net profits of €884 million (£783m/$1.275b), up 11.9 per cent over the same quarter last year.

The French media conglomerate owns a number of major companies, and attributed its continued growth to Activision and the Brazilian telecoms company GVT.

Read more...

US 3DS Ambassador games available now | Edge

US 3DS Ambassador games available now | Edge

2011-Aug-31

The Ambassador Programme, Nintendo's make-good plan for early adopters following the global 3DS price drop, isn't supposed to launch until tomorrow, but Destructoid reports that the ten free NES games on offer are available now. They're not on the eShop itself just yet, but eligible users should head to the Your Downloads section of the eShop's Settings screen where all ten games are waiting to be downloaded.
http://www.destructoid.com/you-can-download-your-3ds-ambassador-games-now--210274.phtml
Destructoid

Spy Mouse review | Edge

Spy Mouse review | Edge

2011-Aug-31

Tom And Jerry, Flight Control and James Bond meet in one of the best iOS games yet.

Firemint is archetypal indie dev made good. Its twelve-year history contains mostly licenses and mobile ports before 2009, when it released two iOS smash hits – Flight Control and Real Racing. Success like that got bigger fish interested, and Firemint's upwards trajectory culminated in EA taking over the studio in May this year. And so we come to Spy Mouse, Firemint's first new IP since 2009. It's more than worthy of the games that made the studio's name.

read more

Persona 4 The Ultimate gallery | Edge

Persona 4 The Ultimate gallery | Edge

2011-Aug-31

Atlus has put development duties into the capable hands of Arc System Works, an appropriate choice given its pedigree of anime-styled fighting games such as Guilty Gear and BlazBlue. Set two months after Persona 4, The Ultimate will feature characters from that game as well as Persona 3. It's due in Japanese arcades next spring, and on PS3 and Xbox 360 next summer.
http://www.andriasang.com/e/blog/2011/09/01/persona_4_fighter/
Andriasang

Future and Gawker partner on Gizmodo UK

Future and Gawker partner on Gizmodo UK

2011-Aug-31

Future Publishing will partner with Gawker media to bring technology website Gizmodo to the UK.

Gizmodo UK, the ninth international edition of the site, is launching this autumn, and will be edited by former Gizmodo US contributing editor Kat Hannaford.

Gizmodo UK will supplement Future's existing portfolio of technology publications, which includes T3, TechRadar and MacFormat. The addition of Gizmodo will increase the reach of the company's tech portfolio to over 4 million UK consumers.

Read more...

Hawken trailer | Edge

Hawken trailer | Edge

2011-Aug-31

Our latest look at the nine-man Adhesive Games' striking mech combat title comes from last weekend's PAX in Seattle, and shows off the Desert map. Platforms are still to be confirmed, but the team hopes to bring Hawken to Xbox 360, PlayStation 3, and PC.
http://www.hawkengame.com/blog/
Adhesive Games

Gargoyle’s Quest review | Edge

Gargoyle’s Quest review | Edge

2011-Aug-31

The Virtual Console return of Capcom's Ghouls N' Ghosts spinoff proves tight platforming is timeless.

It takes something special, these days, to make a Game Boy game worth playing – what was once a marvel now looks like black and white television. Or to be more blunt, many of the machine's classics don't play so well these days, or at least that's what you can infer from Nintendo's drip feed on Virtual Console. 

read more

Videogame History Museum passes funding target | Edge

Videogame History Museum passes funding target | Edge

2011-Aug-31

Kickstarter project passes $30,000 goal with days to spare, but organisers say: "This is just the beginning."

The curators of a proposed Videogame History Museum in Sunnyvale, California, have successfully raised sufficient funds to get the project off the ground through crowdfunding website Kickstarter.

0

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Gameloft introduces Android subs model

Gameloft introduces Android subs model

2011-Aug-31

Mobile game publisher Gameloft has announced a new subscription model for Android phones.

Gameloft Club will charge £0.99 per week in return for one game from Gameloft's back catalogue - a saving of 66 per cent on the publisher's normal prices.

The service is being tested in the UK, and is currently limited to Android HD+ devices. Gameloft is offering early subscribers one free game as an incentive.

Read more...

Playdead buys independence from investors

Playdead buys independence from investors

2011-Aug-31

Playdead has bought itself back from its shareholders, Next-Gen.biz reports.

The Danish developer worked in conjunction with investment banking consultant GP Bullhound to regain its independence going into its next project.

"We are really happy about how it turned out even though the cost was higher than we had hoped," said CEO Dino Patti. "The process was very educational and this is a big step on our way to become fully independent."

Read more...

Livingstone hails Google chairman’s "ringing endorsement" of skills review

Livingstone hails Google chairman’s "ringing endorsement" of skills review

2011-Aug-31

Ian Livingstone has hailed a recent speech by Google chairman Eric Schmidt as a "ringing endorsement" of the Livingstone-Hope video games skills review.

The Eidos life president revealed that culture minister Ed Vaizey was "delighted" that Schmidt's MacTaggart lecture, which was heavily critical of the UK's education system, and echoed the key conclusions of the Government-backed Next Gen report.

Speaking exclusively to GamesIndustry.biz, Livingstone said it was "almost spooky" how closely Schmidt's speech agreed with his skills review, adding: "It's as though he lifted his comments straight from Next Gen.

Read more...

Take-Two sued by QA tester | Edge

Take-Two sued by QA tester | Edge

2011-Aug-31

The suit, brought by one Aaron Martinez, accuses Take-Two subsidiary Visual Concepts of failing to pay testers for all the hours they worked, or provide the required rest and meal breaks. Take-Two denies the allegations, but as Martinez is seeking class-action status for his suit, the publisher has written to former employees to inform them they may be contacted by the plaintiff's legal team.
http://www.neogaf.com/forum/showpost.php?p=30505619&postcount=1
Neogaf

New Xbox 360 Onechanbara revealed | Edge

New Xbox 360 Onechanbara revealed | Edge

2011-Aug-31

Siliconera reports that D3 Publisher is at work on Onechanbara Z: Kagura, set for a Japanese Xbox 360 release before the end of the year. The new game ditches series protagonist Aya in favour of vampire sisters Kagura and Saaya.
http://www.siliconera.com/2011/08/30/onechanbara-z-kagura-stars-vampire-sisters/
Siliconera

Inaba denies Bayonetta 2 reports | Edge

Inaba denies Bayonetta 2 reports | Edge

2011-Aug-31

Platinum Games producer Atsushi Inaba has taken to Twitter to deny rumours of an imminent Bayonetta 2 announcement. The source of the rumours was Hideki Kamiya, who had responded to a fan who had asked about a sequel, saying: "This week…in a game magazine." Inaba said: "There is no such announcement," and went on to explain that Kamiya's followers should bear in mind that his jokes sometimes "push the limit," as Andriasang puts it.
http://www.andriasang.com/e/blog/2011/08/31/no_bayonetta_2_news/
Andriasang

Star Wars Galaxies fan site hacked | Edge

Star Wars Galaxies fan site hacked | Edge

2011-Aug-31

The group behind the hack on SWGalaxies.net is ObSec, which according to VentureBeat is a small collective with sympathies for LulzSec and AntiSec. Some 21,000 email addresses and 23,000 passwords were taken in the attack and subsequently posted online.
http://venturebeat.com/2011/08/30/hackers-steal-21000-mostly-weak-user-passwords-from-star-wars-game-fan-site/
VentureBeat

Unity unveils Unite Awards 2011 finalists

Unity unveils Unite Awards 2011 finalists

2011-Aug-31

Unity Technologies has announced the finalists for the 2011 Unity Awards.

The finalists were drawn from a list of hundreds of games and apps made with the Unity engine, from student projects to professional development studios.

The winners will be announced at Unity Technologies' conference Unite 11, which will be held at the Masonic Center in San Francisco from September 28 to 30. The main keynote will be given by Diablo creator David Brevik.

Read more...

Sony continues 3D push with HD headset

Sony continues 3D push with HD headset

2011-Aug-31

Sony will launch a head-mounted 3D viewing display in Japan on November 11.

The HMZ-T1 allows the user to view both 2D and 3D content in high-definition, providing an experience similar to watching a 750-inch screen from a distance of 20 metres.

The "Head Mounted Display" contains one 0.7-inch OLED panel for each eye - both with a resolution of 1280x720 - and integrated 5.1 surround sound headphones. The headset must be tethered to a separate processing unit to function, which will feature a second HDMI port for a second headset or an external display.

Read more...

Zynga announces Adventure World | Edge

Zynga announces Adventure World | Edge

2011-Aug-31

Imminent launch of latest Facebook game a welcome distraction from rumoured IPO woes.

Zynga has announced Adventure World, its latest social game for Facebook, as the company returns to what it does best with its IPO plans apparently put on hold.

Little has been revealed about the game, which draws heavily on the look of the Indiana Jones films and invites players to "explore exotic lands, solve ancient puzzles, and bring your friends along for a ride."

0

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Daily links: August 31 | Edge

Daily links: August 31 | Edge

2011-Aug-31

Metal Slug in real life, women fighters in reasonable armour and the return of Kevin Butler.

Levelling up - that's what games are about, right? Not necessarily, says designer Keith Burgun. It should introduce strategic depth. And he should know - He designed superlative iOS RPG 100 Rogues. His point - levelling up often conflicts with players' rising skill, creating a less challenging experience over time. His solution for some RPGs: what if levelling up lends both positive and negative effects, encouraging players to employ new strategies?

0

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Playdead has bought itself back from its investors | Edge

Playdead has bought itself back from its investors | Edge

2011-Aug-31

Founders and management cash in on success of Limbo to reach closer to true independence.

Working with investment banking consultant GP Bullhound, the Copenhagen-based developer has bought itself back from its shareholders.

"We are really happy about how it turned out even though the cost was higher than we had hoped," CEO Dino Patti told us. "The process was very educational and this is a big step on our way to become fully independent."

0

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Yakuza creator forms new studio

Yakuza creator forms new studio

2011-Aug-31

Yakuza and Super Monkeyball creator Toshihiro Nagoshi has formed a new studio within Sega, Andriasang reports.

According to an interview with Nagoshi in Famitsu magazine, the studio will be called "Ryu ga Gotoku Studio" - named for the Japanese language title of the Yakuza series.

However, Ryu ga Gotoku Studio is working on projects outside of the Yakuza franchise: its first release will be the multi-platform squad-based shooter Binary Domain, with Yakuza Black Panther 2 for PSP to follow.

Read more...

Tiger Style reveals Lost Mars | Edge

Tiger Style reveals Lost Mars | Edge

2011-Aug-31

Edge columnist Randy Smith's micro development studio Tiger Style, which he runs with David Kalina, has revealed Lost Mars, its follow up to the fantastic Spider: The Secret Of Bryce Manor. Apparently part Metroid, part 1970s-era sci-fi films and part gardening, Lost Mars is being made for iOS and being shown off at a live demo event in Austin, Texas, on September 4. Details are through the source link, and see screenshots in our gallery below. Spider, which was Tiger Style's first game, was one of iOS' first gems - expect a similarly great blend of action and story from Lost Mars.
http://blog.tigerstylegames.com/post/9590189512/this-weekend-were-doing-a-live-demo-of-our-new
Tiger Style

Asset Store Road Map | Unity Technologies

Asset Store Road Map | Unity Technologies

2011-Aug-31

Hi people. After the roadmap blog post about where we’re taking the core Unity tools, we thought it was time to give you guys a heads-up about what the future holds for the asset store. Like the other road map, this one talks about where we’d like to go – with a focus on editor integration – if we can’t get everything done in time for 3.5 we’ll ship what we have. 

The goal for the asset store has always been to be a quick and convenient way to get assets for games. With Unity 3.5, we’re taking a huge stride towards this.

Part of 3.5 is a revamped object picker. The idea is that you will be able to quickly browse and assign all assets in your project – and available online – from one integrated window. Something like this:

Above, you’ve clicked the material slot for the floor. You’ll see our new object browser that
lets you pick a material from your project, from free Asset Store materials or from the paid ones. Buying one is a simple as clicking it and hitting a buy button. If you feel spammed by this, simply collapse “Paid Assets” headline in the browser. Don’t want free stuff either? Just collapse that – and you’ve got only what’s in your project. 

In the ideal world, selecting a new floor material in the browser gets you a preview in the scene view – even if it’s a paid one. Assigning a new audio clip to an audio source lets you browse and buy from a huge collection of sounds (searchable by categories, tags, with live previews, etc.) – we’re trying to get this live as well.

Let’s consider another example: Most of our users try GameObject->Create Other->Tree. Most do it exacly once. I wonder why:

Awesome, n’est-ce pas? 

What if instead you got something like this:

I think that a game engine is not complete without content. This is our answer to that – no matter which project you have open, you’ll always have access to all our assets; trees, lens flares, etc. You will also have access to any paid trees on the Asset Store. This is great for users – they get a ton of assets presented without having to hunt for them. It’s also great for asset sellers; users don’t need to open up a specific browser window. If they want to find any paid lens flares, the choice is never more than one click away.

 

To make this feel awesome, it needs to be smooth. As silk. We want single click payments to make sure the purchasing is as smooth as the selection. This brings me to the next point on our roadmap:

Payments:
Contrary to common belief, Unity doesn’t handle credit card transactions ourselves. It goes through a payment processor – something like this:
Worldpay has a number of issues: It can only operate in an external browser window. US customers sometimes get extra surcharges. It just generally sucks.

We looked around and picked CyberSource as a new payment gateway. They’ll be handling all the credit card dealings, but we can show it inside Unity. They also have an option where they provide the back-end for storing all CC info. They remember your credit card number, not us. This is good – just ask Sony ;)

Sadly this switch means that PayPal is going away as a payment method. We are aware that some of you prefer to pay this way. Be assured that you are not forgotten and this is something we will attempt to address in the near future.

To test out how much sales were affected by making a smoother workflow (and losing PayPal), we ran a 2-week test: half our users got the old system, half got the new one. The results showed that 52% of the transactions and revenue came through the new payment solution. This means that despite not supporting PayPal payments, it performs slightly better than the old system. And we can take the new one further. The old system is a dead end.

With the test over, we have reverted temporarily to the old solution while we prepare for full scale deployment of the new one.

Have fun, and make us proud (as if you didn’t already)!

Woozworld raises $6 million in new funding

Woozworld raises $6 million in new funding

2011-Aug-31

The Canadian online social network Woozworld has raised $6 million in series B funding.

The money came from Telesystem, iNovia Capital and several angel investors. Woozworld intends to continue the development and promotion of its user-generated social network, as well as expanding to mobile platforms.

"Since Woozworld first launched, our main objective has been to make it the number-one safe destination where tweens can creatively feed their imagination and innate desire to behave like young adults," said president and CEO Eric Brassard.

Read more...

GameSpot to host OnLive game demos

GameSpot to host OnLive game demos

2011-Aug-31

GameSpot has signed a deal with OnLive to host streamed demos of games on its website, featuring the almost instant feature on game pages alongside review and other media content.

To mirror that side of the deal, OnLive's platform will feature GameSpot content such as reviews and interviews to aid customers in buying choices.

"For as long as video games have existed, consumers have sought out information that helps them make smart purchases and get the most out of their gaming experience," said Simon Whitcombe, of GamesSpot's parent company CBS Interactive.

Read more...

Yakuza 5 announced | Edge

Yakuza 5 announced | Edge

2011-Aug-31

Toshihiro Nagoshi's announcement of Yakuza 5 comes with news that Sega has set up a dedicated Yakuza Studio, the first product of which will be Binary Domain, the thirdperson shooter that is due next February. Sega has only just approved Yakuza 5, Nagoshi told Famitsu, and the team has found a way to continue the series despite the devastation wrought on Kamurocho by the zombie infestation depicted in Yakuza Of The End. Also announced was Yakuza Black Panther 2 for PSP, which will feature four extra characters in addition to Tatsuya, the original's protagonist, as well as a return to the fictional Osaka district of Sotenbori, which featured in Yakuza 2.
http://www.andriasang.com/e/blog/2011/08/31/nagoshi_on_yakuza/
Andriasang