![]() Step 5: I then take that cluster from step 4 and clone it three times at the top of the tree. I take the initial branch and copy it a few times and scale and rotate it to create a cluster of 3 branches. Trees are essentially a fractal struture so I set about building it in a fractal way. Step 4: This is where it gets interesting. One final thing to keep in mind is the locations where you intend branches to sprout off of. The final benefit is that the lofter will give you a really nice set of UVs that would be a pain to create by hand. Lofting is by far the best way to make a low poly trunk as you can very accurately control the number of verts by using multiple cross sections with different numbers of sides. This structure is great because it gives you good fill and fullness from a lot of directions as well as hinting at the structure of the smaller branches. This is essentially just a rotated quad with an extra poly pulled out. Step 2: Create the inital branch structure. For this step I used Mayas PaintFX but you could paint this by hand as well. It should work just as well for high poly trees but it would mean making the initial branch by hand instead of using textured polys. I thought I would share this technique for making low/med poly trees for games. Here is an attempt to recreate the tutorial by Jeramy Cooke, I hope he doesn't mind. I prefer the way outlined by Jeramy Cooke, though I usually like to model out my branches and leaves rather than use PaintFX that way you can bake a normal and AO map as well. ![]()
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