Amazon Inspired Tree
I believe I am an amateur yet ... but very enthusiastic.
I did this with the intention of sharing and improving my skills.
There are basically 7 models inspired by giant and emerging Amazonian trees, such as Sumaúma (Mafumeira), known for reaching great heights, strong trunks and broad roots.
4 models are of old and tall trees, with 2 materials, 1 for the canopy of trees and 1 for the main trunk.
3 models are of young trees with only 1 material.
There are a few .fbx files with tree variations, and I added a .blend file with modular parts of larger trees, for those who want to make their own large tree. In addition to a .blend file with modular parts in a smaller polygon count, to facilitate the creation of LODs that can aid in optimization.
In addition to some variations of textures, some I did in Gimp.
Enjoy it.
Ps: I made some changes to the files to improve their quality, also following the suggestions of the OGA user, Duion.
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Comments
So if you want to improve I can offer you some critiques:
1. The bark textures you don't have to UV map, you can use a seamless texture that wraps around the whole tree, since a tree trunk even if it is bend etc is still a trunk and can be projected on that way.
Tree generators do it that way in most cases, you can also look up my trees, I also used this method.
2. The tree trunks are too big for the tree.
3. You don't necessarily need to use double meshes for the branches, you can use one mesh and use double sided materials, saves some work and is the same in the game engine later.
4. The blend mode for branches in game engine usually is not transparency, but alpha treshhold, it means the texture is solid, but the alpha is cut out, since transparent objects cannot cast shadows. So you might want to load your trees into a game engine first, to see if it looks fine there as well. I would suggest your branch textures are too dense for that, they will end up mostly solid.
5. I would make each tree into a single mesh into a single.blend file, that way they are easier to use, the LOD levels are also wrong an LOD level is the same model on the same spot, but with less polygons and/or less textures.
Thanks for commenting Duion, and also for your criticisms, I appreciate it very much, I'm a newbie yet and it's good to receive directions so that I can improve ... I'll study 3D modeling in Blender a little more, and take your criticisms as a direction for this. ps: forgive my bad English, I'm Brazilian and I speak Portuguese much better :)
this is amazing! I like it