Now that I've got my texturing, modelling, weighting, animating, and sculpting software sorted out, I'm now looking for more specialized programs that can save large amounts of time. For working with the game engine, I'm starting with a simple object that incorporates a good bit of the workflow: trees.
The art style is toony, and going for low poly, low texture res, and very high object density (batched at the modelling level, rather than at engine level, due to the renderer being very antiquated). Looked at various styles of trees, and there are two I'd like to go with.
The first where the twigs and leaves are on a double-sided quad, intersected with another (same technique in, e.g, Mordhau, Skyward Sword).
The second, is where the twigs and leaves are a single, larger texture, which is wrapped around a half-circle, giving the appearance of a canopy (e.g, Wind Waker, Rome: Total War, Neverwinter Nights).
I could make them manually, but it will get extremely tedious and tiresome very quickly, as I'll need to create a bunch of different trees, shrubs and plants, with different variations to stop everything looking the exact same. Same with animations for different strengths & directions of wind animations.
I've checked out Speedtree, which seems geared to more hi-poly trees, as it creates individual polys for the twigs, with the leaves being on a quad. Which isn't exactly great for keeping the polys as low as possible. Is there something I'm missing?
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which is why they haven't bothered updating it in a decade (v8 doesn't count, it's just 7 in a slightly newer dress)