The aim was to create a procedurally generated tree using SpeedTree, within an acceptable polycount. I created a basic and a denser version, with around 13K for the basic version polycount.
2 high-poly branches were created and baked into 1 atlas, which is spawned later into the low-poly tree. Tree mesh is exported to Unreal Engine, 2 materials were used (bark and leaf atlas). Substance 3D Designer was used for channel packing.
The set is created using Megascans assets, also the bark material is originally imported from Megascans.

final denser version

final basic version

tree model with spawned leaves atlas

two branches used as one leaves atlas

used textures after channel packing

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