When this is duplicated many times on the tree model, we want to use as few planes as possible to generate a good result. There are multiple ways to do this without using a particle system, some of which I may add to this guide later, but for the purposes of this tutorial, I’m focusing on a particle-based method using planes and textures. To understand how to create a texture correctly for this use case, we need to understand how this texture will be used on the tree and how it will be manipulated using Blender’s internal particle system. You could do everything else right but have an undesirable end-result because your texture isn’t done correctly or is done poorly. Use this sketch checklist as a guide moving forward and during the general creation process.īecause these trees are alpha/texture driven, a considerable chunk of mastering stylized foliage is learning how to create a good texture. Once you have a general idea, make a mental note and write down the properties you want your tree to have. Your end result may look different from what you visualize right now, but it’s important to give yourself a sense of direction first. It’s important to draw an idea of your tree either on paper or in your head before you start the creation process. What color is it? How is it shaped? How would it grow? How will it fit into your environment? Maybe you’re making an alien tree for an alien planet. Maybe you were inspired by someone and want to make a similar rendition. Tips and tricks (poly-count, variance, style)īefore jumping in – think about what your complete tree will look like. Importing to studio, creating a game-ready asset Node setup, visualizing your WIP in the viewportįine-tuning, tweaking, prepping, exporting This guide will cover the following topics: If you are wanting to know how to create stylized trees in Blender, how to export and import them, how to texture them, and experiment with them – you are in the right place! In my opinion, trees have deep roots in how your game feels to a player, and by mastering them, your end-result as a digital story-teller will increase tenfold. Vice versa, if your trees flow into your game world and breathe freshness and liveliness into the players’ surroundings you won’t just make your domain believable, you’ll transcend your users into a deeper experience they won’t forget. Nature-embedded objects can make or break your environment … If your trees feel too static or stiff, the game will feel dead.
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