What references are you using? And what style are you aiming for? Right now, my critique is; - Where are the roots? - Your lighting is coming from above, so I can't see the bark/trunk of the tree. It just looks like a cylinder and the textures look black and grey. - Trees grow upwards, they don't follow the angle of the…
These are my references (although not for leafs color, of course).... My lighting is very basic, I just used a postFX volume to give colors a bit more of contrast, which is (I guess) the reason behind the dark color of the bark texture. Roots are a useless extra, at this stage, since I'm just trying to achieve a good…
I've just tried it. It wont work for me. What "Tree It" crafts are cones glued onto each other, I already do that much in Blender with the skin modifier. But then I bring it into ZBrush, dynamesh it into one piece and sculpt it so that it looks more natural in its shapes. My mesh is a single piece, (hopefully) a more…
I dont get you. This is a case. I'm testing it in the game engine. I still dont have an answer for this case. Thus I'm asking for advice. Your advice sounds like "stop asking for advice, keep trying on your own....possibly until somebody comes over and tells you that you've been doing it wrong all along for the last two…
!!UPDATE!! I'd like to explain my current workflow and what I'm trying to achieve, since I keep receiving links to tutorials that clash with my goals. Workflow: .- block out of the tree in Blender, where I use the skin modifier to make multiple "hoses" as a base structure for the next step (very similar to the splines…
The first (and last) link is the most promising. I'll look into it, I should be able to gather enough money for a single month subscription. The engine and softwares look outdated, but all the rest still looks solid, especially the techniques to create foliage models and textures. Second one offers models with 30k+…