This is the same original mesh as Barbell's Grass, but I made a few changes to it.
The most prominent change is that I gave the grass dimension, such that it is visible (correctly) from every angle, including top and bottom. Barbell's is just a straight port of the grass mesh, which consists of widthless one-sided planes. This means that it is visible (correctly) ONLY from the front - all other angles see it as either invisible or see it incorrectly.
Beyond that, I made a few modifications to the structure, and have two separate props.
Grass_block is the same circular mesh that Barbell released, but cut into a square box, so that it can be easily clipped together in a gridlike fashion.
Grass_128x128 is a (roughly) 128x128 grouping of Grass_block, put together in a single model. This is a quarter the size of the terrain prop I released, which is 256x256.
This grass mesh is not rigged. I played with it (and compared it to Barbell's), but I could not get the deformation to look good. I was only able to get the same sort of deformation as Barbell's, which in my opinion, it's just better off without.
The grass mesh is compiled as a static prop, meaning it can be used as a prop_static in a map. So if any mappers want to use it, feel free to.
Be aware that this grass is, as the name states, ridiculously high-polygon. Grass_block is about 16,000 triangles, and Grass_128x128 is just over 202,000 triangles.
However, it fully supports ambient occlusion and what-not, so I think I can safely say this will be the sexiest grass you have ever had installed in your Source Filmmaker.
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|GrassModel.7z||1570||2016-01-31 20:32:29||4.6 MB|