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Nightingale - Tree felling tooling

Tree felling tooling - Nightingale

Tool to generate a destructible tree asset from an input speedtree mesh.

The resulting asset composed of three meshes and a physics asset and had to have pixel-perfect alignment to the source on vertex colors, UVs and normals.

The pipeline was a combination of speedtree, Unreal blueprints, Houdini and C++ in unreal. As of patch 0.5 well over trees have been processed.
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Thanks to:

Mason Roy - Generation of inital trees in speedtree
Nick Sadler - Base tree materials
Dan Torres - Inital C++ implementation
Loic Leinot - C++ Support

And the entire Enviroment & Tech art team who help produced the rest of the frame:
Adam Brown, Selene Park, Madhur Arora, Neil Thompson, Noel Lukasewich, Alyssa Duguay, Vincenzo Crosswhite, Brittany King, Zach Rudin, Alla Sapunkova & Alston Tan

Examples in first person view.

Examples in first person view.

Examples in third person view.

Examples in third person view.

An example of some of the more complex trees added post-launch.

An example of some of the more complex trees added post-launch.

Video capture of the tree cutting Process.

Automatically generated UVs & Collision. the UV's had to be a pixel-perfect match with the source.

Automatically generated UVs & Collision. the UV's had to be a pixel-perfect match with the source.

All the component stumps & GC's generated for early access launch.

All the component stumps & GC's generated for early access launch.

All the trunk components generated for early access launch.

All the trunk components generated for early access launch.