Depending on the target engine, I'd say at least a simple mesh and with a texture, and maybe leaf geometry attached to it. Or... if it's supported some fancy shader work to give the illusion of depth to it.
"Normal Thief" a 3dsmax script and "Slide Normal Thief" MEL for Maya, will help get the shading right on the clumps of planes. Eric Chadwick did a great write up on the wiki about it, lots of good animated examples.
Basically you're aligning the normals of the jumbled up planes to a proxy object that has normals that are are a bit more uniform. Something kind of like this:
Replies
This might be helpful
Cheers,
~Tung
http://wiki.polycount.com/wiki/VertexNormal#Foliage_Shading
Basically you're aligning the normals of the jumbled up planes to a proxy object that has normals that are are a bit more uniform. Something kind of like this: