I really underestimated the scope of the treetop task. It took way longer than expected to bring the Mochridge tree to an acceptable result in Unity.
I thought I could save time by creating a texture for a gigantic leaf-ball-mesh and place this mesh all over the tree. For sure the Mochridge tree is pretty huge. To fill all these branches with leaf was a hard challenge. I prepared some basic leaf-meshes first so that I can duplicate, drag and drop them on the tree.
Additionally, I created 2x4k textures for this tree leaf mesh and reworked the bark texture as well. Drawing all the little details was very much work (I guess I worked only 3-4 days for the leaf texture). I switched between Photoshop and Blender texture painting tool in order to get rid of all UV seams. After the so-called leaf-balls, I’ve added texture planes to bring some variation into the general appearance of the Mochridge tree.
The necrotized parts of the tree are very important for the game’s story. I made the tree bark white and the leaf brown / black to denote the rot. I needed a transition from “alive” to “dead” for the tree bark texture. It is clearly visible in my opinion, but I’m not sure if the transition may look a little bit too harsh…
0 comments