There are no programs made specifically for modeling trees, bushes, or underbrush, as any modeling package will do it just fine. It all depends on the skill of the artist.
An option you might want to look into, though, is SpeedTree. It's expensive, but many large studios are currently using it to speed up their work and to better define their pipeline.
If that's not an option, just take a look at some tutorials for modeling trees and whatnot, and practice, practice, practice. Your results will probably be much better than what a program could create anyway.
If you have 3ds Max, this script is free, makes a good set of low-poly branches. The leaves are too detailed, but adding your own leaf-shells isn't hard. http://www.scriptspot.com/3ds-max/tree-maker
But it is not really suited for real time applications.
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It is, actually--you can control the number of segments, branches, and any other part you want. It's the perfect solution I was looking for (when I was looking, a long while ago). Exports to obj, among others.
Trees are procedural cellular automata, and this is quite obvious if you study them closely enough. So to duplicate their structure digitally, it's ideal to also copy the patterns that generate them by using the procedural algorithms that these programs offer.
Also, with all the content game artists have to crank out these days, building things like trees by hand is a bloody waste of time, especially since the computer can do a better job than you.
Hmm, last time I checked individual leaves were not a feature many real time applications had
For palmtrees and such with a few big leaves it might work though.
Ha yeah thanks, leaves are cellular automata, but regardless, my point was that an algorithm can generate trees better than any human because it can run processes that are similar to what the trees themselves do.
Yeah I think we agree on that part (After all I am a cellular biologist for all that matters), but my point was that the Arbaro program is not suited for realtime applications
Replies
http://www.e-onsoftware.com/products/vue/vue_6/
Check out their demo.
An option you might want to look into, though, is SpeedTree. It's expensive, but many large studios are currently using it to speed up their work and to better define their pipeline.
If that's not an option, just take a look at some tutorials for modeling trees and whatnot, and practice, practice, practice. Your results will probably be much better than what a program could create anyway.
http://www.scriptspot.com/3ds-max/tree-maker
But it is not really suited for real time applications.
the former will cost you, the latter is, as said, any modelling program
http://www.frecle.net/treed/
http://arbaro.sourceforge.net/
But it is not really suited for real time applications.
[/ QUOTE ]
It is, actually--you can control the number of segments, branches, and any other part you want. It's the perfect solution I was looking for (when I was looking, a long while ago). Exports to obj, among others.
Trees are procedural cellular automata, and this is quite obvious if you study them closely enough. So to duplicate their structure digitally, it's ideal to also copy the patterns that generate them by using the procedural algorithms that these programs offer.
Also, with all the content game artists have to crank out these days, building things like trees by hand is a bloody waste of time, especially since the computer can do a better job than you.
For palmtrees and such with a few big leaves it might work though.