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How to make OPTIMIZED Realistic Trees for Roblox Games — Transcript

by Ice Guy · 3,070 words · 424 segments · language en · Watch on YouTube

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  1. 0:00This is how you can quickly make
  2. 0:01optimized realistic trees in Blender.
  3. 0:03Let's begin. Okay, to begin you can
  4. 0:05delete all these. Let's go up to
  5. 0:07preferences. Going to get extensions,
  6. 0:09search up tree, then install the sapling
  7. 0:11tree generator. Then make sure it's
  8. 0:13enabled in the add-ons. Then when you
  9. 0:15press shift A, go to curve, you should
  10. 0:17see sapling tree gen right there. Now,
  11. 0:19there's a lot of settings that you can
  12. 0:21change that will affect it drastically.
  13. 0:23But make sure you do not click off this
  14. 0:25menu like click onto this cuz then you
  15. 0:27can't bring it back up unless you press
  16. 0:29F9 and it'll bring it back up, but I
  17. 0:32would just recommend not clicking off of
  18. 0:34it. Now, to begin I would go into a
  19. 0:36preset one such as white birch. I would
  20. 0:38just start with this. Make sure in
  21. 0:40geometry you decrease these resolutions
  22. 0:43a bit because it can be pretty dense to
  23. 0:45start out. I typically have one bevel
  24. 0:48and two curve to begin. Then you can go
  25. 0:50into branch splitting. The base splits
  26. 0:52are how many split at the base. Then
  27. 0:54levels are how many times it splits
  28. 0:57moving out the tree. You should really
  29. 0:58only have it set to one or two. For now,
  30. 1:01you can always go back and tweak it.
  31. 1:02Now, for the branch growth, this one
  32. 1:04affects how long the trunk is. So, if we
  33. 1:06go back to branch splitting [music] set
  34. 1:08to zero, this is how long the trunk is
  35. 1:10and this one's how long the branches
  36. 1:11are. So, when you're creating a tree
  37. 1:13like this, I would recommend having more
  38. 1:15branches than you think you should. You
  39. 1:16can always go back and delete them.
  40. 1:18It'll help with setting up leaves, so
  41. 1:19you know, just trust me on that. Then
  42. 1:21you can go to vertical attraction. This
  43. 1:23increases or decreases how the gravity
  44. 1:26affects it. This as well as the downward
  45. 1:28angle affects how it goes. Like that, so
  46. 1:30you can tweak these to get a different
  47. 1:32effect and see how it looks. Then you
  48. 1:33can go to branch radius and just tweak
  49. 1:35the ratio. Usually it's pretty good as
  50. 1:38the default. Maybe just increase it
  51. 1:39slightly and increase the [music] root
  52. 1:41flare a little bit. Now, to decrease
  53. 1:43this triangle count even more, you can
  54. 1:44go to growth. You can go to branch
  55. 1:46splitting, decrease this curve
  56. 1:48resolution quite a bit. I would
  57. 1:49recommend setting it to eight there and
  58. 1:51about four there. Then you can decrease
  59. 1:53the amount of branches as well. Usually
  60. 1:55you don't want any less than 30 to
  61. 1:57begin. You can go ahead and tweak these
  62. 1:59settings and once you have something
  63. 2:00good that you like, you can go back to
  64. 2:01geometry, set a name right here. You can
  65. 2:03set it to tree. I'll just name it
  66. 2:06tutorial tree. Then you can do export
  67. 2:08preset and you can load in that tree
  68. 2:10anytime you want. Yeah, then you can
  69. 2:12play with the random seed and quickly
  70. 2:15create just lots of different variations
  71. 2:18of trees. So once you do have something
  72. 2:20good that you like, I would recommend
  73. 2:22something that looks similar to this.
  74. 2:24What you can do now is just do control
  75. 2:26A, visual geometry to mesh. This just
  76. 2:28turns it from a curve into an actual
  77. 2:30mesh. Then what you should do is get the
  78. 2:33circle select, increase the radius a bit
  79. 2:35and select all of the edge branches.
  80. 2:37Going into wireframe view will help a
  81. 2:40lot in this. So just go around, select
  82. 2:42all the branches. It doesn't need to be
  83. 2:43that precise and even. Just something
  84. 2:45like that will do. And then go into
  85. 2:48vertex groups and add a vertex group and
  86. 2:51click assign. You can name this. I'm
  87. 2:52just going to leave it as group. Next
  88. 2:54we're going to start on making the
  89. 2:56leaves. So for this, add in a plane.
  90. 2:58Sorry to interrupt, but did you know
  91. 3:00that not even 3% of people watching are
  92. 3:02subscribed? So if you find this video
  93. 3:04helpful, it would mean a lot if you
  94. 3:05could press that button. Okay, back to
  95. 3:07the video. Scale it however you want.
  96. 3:09Then to find the leaf, you can go into
  97. 3:11Google. You can just search up branch
  98. 3:14texture. Go into images and then just
  99. 3:16download any of these. I would recommend
  100. 3:18downloading four textures and have it be
  101. 3:20a leafless branch like this. Then go
  102. 3:22into a photo editing software. I'm going
  103. 3:24to be using Photopea. Select new
  104. 3:26project. Make sure it's set to 1024 by
  105. 3:291024. Click to create. Then you can drag
  106. 3:33in your images. Make sure they're 512
  107. 3:36respectively. Just put them into each
  108. 3:38corner. If they're too big, you can
  109. 3:40always scale them down. Okay, something
  110. 3:42like this works. Make sure they're
  111. 3:43transparent as well. Now depending on
  112. 3:46how optimized and how low triangle count
  113. 3:48you want your finished product to be,
  114. 3:49you You skip this step and just use
  115. 3:51these as your textures, but what I'm
  116. 3:53going to do is just decrease the size of
  117. 3:55these and multiply them multiple times.
  118. 3:58That way it looks like there's multiple
  119. 4:00branches strung across, so it looks more
  120. 4:02detailed. But it will result in lower
  121. 4:04quality [music] textures, so I'm just
  122. 4:06going to
  123. 4:19Okay, now I'm done. Now, the reason I
  124. 4:21did that is because since there's four
  125. 4:23textures on these, it requires four
  126. 4:25times less the parts required to show
  127. 4:28this much detail. A lot of the texture
  128. 4:30quality does get lost, so you know, it's
  129. 4:31a balance you have to maintain. Now,
  130. 4:33it's also important to make sure that
  131. 4:35these textures fit somewhat. Now, what
  132. 4:37do I mean by that? This texture is a
  133. 4:38little more saturated than that one, and
  134. 4:39this one's a little more cool than that
  135. 4:41one. So, what you could do is just
  136. 4:43decrease the contrast a little bit,
  137. 4:45change the color, change the saturation
  138. 4:46[music]
  139. 4:47a little bit, you know, just something
  140. 4:49like that. So, it fits a little closer.
  141. 4:51But you know, that's of course your
  142. 4:52preference. So, once you have all of
  143. 4:54this whole done ready, you can just
  144. 4:56export as PNG. Then you can go back into
  145. 4:59Blender. Now, select your plane, go into
  146. 5:02the shading tab, then select new,
  147. 5:06bring in an image texture, open up that
  148. 5:08file you just saved, plug the color into
  149. 5:10color, the alpha into alpha, bring up
  150. 5:12the roughness. There you go. Now, go
  151. 5:14into UV editing and just make sure that
  152. 5:17these fit onto [music] the plane.
  153. 5:20Something like this will work. Make sure
  154. 5:22there's no overlapping bits like that.
  155. 5:24Now, you can always do double tap G and
  156. 5:26just drag it up a little bit. Something
  157. 5:28like that works. Now, it's important to
  158. 5:30double tap G instead of just moving it,
  159. 5:32[music] cuz that will distort the
  160. 5:33texture. By double tapping G, you
  161. 5:35maintain the texture and you can move
  162. 5:38the vertices. [music] That's just a
  163. 5:39quick little tip. Now, what you can do
  164. 5:41is add in some loop cuts like that.
  165. 5:44Let's go back to layout mode, and then
  166. 5:46just give it some depth. Just play
  167. 5:48around with it a little bit. Doesn't
  168. 5:50need to be even or anything and shade
  169. 5:52smooth. That just gives it some depth.
  170. 5:54Make sure the origin is in the center of
  171. 5:57it like that. Okay. Now, duplicate this
  172. 6:00four times for each of the textures you
  173. 6:03have. Go back to UV editing then just
  174. 6:05place it over the texture like that. Get
  175. 6:07the seams a little bit closer. Something
  176. 6:09like that will work. And just do that
  177. 6:11for each texture. There you go.
  178. 6:13Something like that will work. And now
  179. 6:15we can just add a quick little temporary
  180. 6:17material here. Just change the base
  181. 6:19color to brown. Okay. Now, what we're
  182. 6:22going to do is we're going to add in a
  183. 6:23particle system. Go into your particles
  184. 6:26right here. Click on this. You can name
  185. 6:28this [music] to anything you want. I'll
  186. 6:29just name it to tree one or leaf one
  187. 6:31would work better. Set it to hair. Set
  188. 6:34this number to 10 for now. Make sure you
  189. 6:35click on advanced. Go to rotation. Set
  190. 6:38this to global Z. You can leave these be
  191. 6:40for now. Go into render. Render as
  192. 6:43object. Select your leaf. There you go.
  193. 6:45You can see it up there. Now, for scale
  194. 6:47randomness, I typically do 0.6. Just
  195. 6:50increase the scale a whole lot. Make
  196. 6:51sure you apply these rotation and
  197. 6:54scales. Also, make sure you save your
  198. 6:56file. I'll just name this to tree test.
  199. 6:58Now, if these aren't oriented properly,
  200. 7:01you can always rotate these as so. Just
  201. 7:03so it's facing downwards like this.
  202. 7:06Something like that works. Okay. Now,
  203. 7:08you can go increase randomize a little
  204. 7:10bit. Increase your inner phase a little
  205. 7:12bit. I wouldn't recommend changing the
  206. 7:14phase at all. Just leave it at zero.
  207. 7:16Next, we're going to go into the vertex
  208. 7:18groups. For density, just select the
  209. 7:20group. Now, you can crank up the number.
  210. 7:23You can increase the randomize and makes
  211. 7:25it more fluffy like that. You can leave
  212. 7:27it be. I like having it pointing down a
  213. 7:29little bit more. So, leave it like that.
  214. 7:31Then, what I typically do is just refine
  215. 7:34this vertex group a little bit. So, go
  216. 7:36into weight paint like this. Set the
  217. 7:38weight to 0.5. Then, go around all these
  218. 7:41branches like this. Doesn't need to be
  219. 7:44perfect or anything. You just want there
  220. 7:45to be more leaves at the end and less
  221. 7:47fading into the trunk. And then you can
  222. 7:49set the white paint to zero for the
  223. 7:52trunk. Go up like that. Do something
  224. 7:54like that. Then enable it again. I'd say
  225. 7:57that looks a little bit better.
  226. 7:58Honestly, what you could do is set this
  227. 8:01to 0.1 and just increase it like that.
  228. 8:04That way there's even less clumped up in
  229. 8:06the middle and I think that [music]
  230. 8:07looks better. Okay. Next, to get some
  231. 8:09variety in label this leaf one and
  232. 8:12duplicate it. Label this leaf two.
  233. 8:14Duplicate it. Label this leaf three.
  234. 8:15Duplicate it and label this leaf four.
  235. 8:18Now you should have four of these and
  236. 8:20add in four particle systems. Make sure
  237. 8:22these all line up. Third system for the
  238. 8:24third leaf. Fourth system for the fourth
  239. 8:26leaf. First system for the first leaf.
  240. 8:28Then what you can do is go into the
  241. 8:30systems and then just change the object.
  242. 8:34For the second system, I'll be selecting
  243. 8:36this. Boom. For the third system, I'll
  244. 8:38be selecting the third texture. For the
  245. 8:41fourth system, I'll be selecting the
  246. 8:42fourth texture like that. Then if it
  247. 8:44looks like this, go into density. Select
  248. 8:47your vertex group again. And there you
  249. 8:49go. Now, what I typically do is have one
  250. 8:52leaf show up a whole lot more than the
  251. 8:53others. So for that, I will use this
  252. 8:56one. Set the number to this to about 150
  253. 8:59to begin with. For this branch, you want
  254. 9:01this to be really low. Just set it to 50
  255. 9:05like that. And for this one, you can
  256. 9:07just set it to like 75 will work. This
  257. 9:10one, just set it to 75 again. And look
  258. 9:12at it with all of them. Now, I would
  259. 9:14increase the scale. Scale to 0.5 for all
  260. 9:17of them. Just play around with the
  261. 9:18particle settings until you get
  262. 9:20something that looks good.
  263. 9:23While this time lapse plays, I wanted to
  264. 9:25let you know that I will be selling
  265. 9:26these tree assets and much more on my
  266. 9:28Ko-fi shop. So if you don't want to go
  267. 9:29through the hassle of making these, you
  268. 9:31can always purchase them. It helps
  269. 9:32support the channel, too. Anyways, back
  270. 9:34to the video. Okay, I think this looks
  271. 9:36pretty good. Good enough. What I'm going
  272. 9:38to do is just shift duplicate this, move
  273. 9:40this off just in case I want to use it
  274. 9:42for something, hide that, and select the
  275. 9:45tree, select make instances real, then
  276. 9:48you can click on the stump itself, then
  277. 9:50visual geometry to mesh. Now, what you
  278. 9:52need to do is select all of these base
  279. 9:55textures, duplicate them, select all
  280. 9:57these leaves, unselect the trunk, just
  281. 9:59click on one, control J to combine them
  282. 10:01all, and delete all of these. Now, you
  283. 10:04have the leaves and you have the trunk.
  284. 10:06Now, I typically do is delete these
  285. 10:08branches that are poking out a little
  286. 10:10bit. So, to do that, just get the circle
  287. 10:13select, and then just select all of
  288. 10:15these that are poking out a little bit.
  289. 10:17You can select more at the top since
  290. 10:19most people won't see that, and less at
  291. 10:21the bottom because that will be more
  292. 10:22noticeable. Select all of them.
  293. 10:24Something like this will do. Then, just
  294. 10:26delete them all. If parts sticking
  295. 10:28[music] out like this, just move it into
  296. 10:30the leaves so it's less noticeable.
  297. 10:32Decrease the scale maybe, like that. You
  298. 10:34always go in and tweak it a little bit
  299. 10:36more, up to you, of course. Then, what
  300. 10:38you can do is further optimize this
  301. 10:40since 5K triangles is a little bit too
  302. 10:42much. Go into the stump, add on decimate
  303. 10:45modifier. I typically don't go any lower
  304. 10:47than 0.6. That decreases it quite a lot.
  305. 10:50Then, what you can do is go into the
  306. 10:51leaves, select everything, go into mesh,
  307. 10:54clean up degenerate dissolve. Increase
  308. 10:56this so it deletes all of those little
  309. 10:59faces. Once you see some big changes,
  310. 11:01you should stop. Do 0.25.
  311. 11:04some. Then, you can go into mesh, clean
  312. 11:06up, delete loose, then it removes all
  313. 11:08the vertices left over. Now, you
  314. 11:10typically want it to be below 3,000
  315. 11:12triangles. Right now, it's at 3,700. So,
  316. 11:15what you can do is select the leaves,
  317. 11:16add a decimate modifier, and just
  318. 11:18decrease it until the model's at 3,000.
  319. 11:22Of course, you can have it higher if you
  320. 11:24don't really care about that, but I
  321. 11:25don't think it makes a significant
  322. 11:27enough impact, and destroying 700
  323. 11:29triangles makes a significant impact on
  324. 11:32performance when you have massive
  325. 11:33forests. Okay, now once you have this
  326. 11:36all done, you can select it, click on
  327. 11:38export FBX, select the objects, then
  328. 11:41export FBX. Then you can go into Roblox
  329. 11:43Studio, go into any random place, select
  330. 11:46import, find your model, and then just
  331. 11:49import it. Once it imports, you can
  332. 11:51scale it down, go into your leaves, copy
  333. 11:54that texture ID, add in a surface
  334. 11:56appearance, paste that texture ID into
  335. 11:58color map, make sure the alpha mode set
  336. 12:00to transparency, then it loads in. Now
  337. 12:02another trick you can do is add in a
  338. 12:05normal map. Search up normal map
  339. 12:07generator, load in your original
  340. 12:10texture, increase the bias as much as
  341. 12:12you want, save it, import the normal map
  342. 12:16into the surface appearance. That just
  343. 12:18adds just a little bit more depth to it.
  344. 12:20See, it just adds a little bit more
  345. 12:21depth to it. Now for the trunk, what I
  346. 12:23would suggest doing is creating a
  347. 12:25material variant from a PBR texture. Now
  348. 12:28to do that, you can go back to Google,
  349. 12:30search up AmbientCG. You can use this or
  350. 12:33Poly Haven, those are the two websites I
  351. 12:35suggest. Search up bark, any of these
  352. 12:37will do, download a 1K, unzip the file,
  353. 12:41go back into Roblox Studio, click on
  354. 12:42material, material manager, add material
  355. 12:45variant. For color, find your color map.
  356. 12:48For normal, find your normal map. For
  357. 12:50roughness, find your roughness map.
  358. 12:52Apply it to the tree. Make sure this is
  359. 12:54set on organic. You can increase or
  360. 12:56decrease the tiling as you see fit. Now
  361. 12:59to optimize this for games, what I would
  362. 13:01suggest doing is click on the leaves,
  363. 13:04disable all of these collisions, make
  364. 13:06the collision fidelity set to box, and
  365. 13:09then for the stump, you can disable all
  366. 13:12of these if you don't need them, and
  367. 13:13keep the collision fidelity set to
  368. 13:15default. Now to create massive forests
  369. 13:17easily, I would recommend using the
  370. 13:18brush tool, add your brush, increase the
  371. 13:20spacing and the radius quite a bit, make
  372. 13:23the rotation random, make the scale
  373. 13:24random, I'm this to about 0.8 and 1.2.
  374. 13:27Make the orientation up and just spread
  375. 13:30it all around. If you see a weird little
  376. 13:32under glow to the leaves, what you can
  377. 13:34do is just go into toolbox, go into
  378. 13:37decals, search up white, select this
  379. 13:40copy asset ID, then go into your
  380. 13:42roughness map, paste that in, then
  381. 13:44you'll see it go away. Also, make sure
  382. 13:46the render fidelity is set to
  383. 13:48performance for both the trunk and the
  384. 13:50leaves because there's thousands of
  385. 13:52trees in a forest, you want to make sure
  386. 13:53that they're as optimized as possible so
  387. 13:55you can massive forests that look good.
  388. 13:59Now, to get roots, what you can do is
  389. 14:01just add in a plane, go into edit mode,
  390. 14:03merge at center so you can just get a
  391. 14:05vertice. Push these vertices out a
  392. 14:07little bit, feel like this, make it go
  393. 14:09down. Something like this will do. Then
  394. 14:12you can add in a skin modifier and then
  395. 14:15if you really wanted to, you could add
  396. 14:17in a subdivision surface. You can press
  397. 14:20control A on a vertice and it will
  398. 14:23increase the thickness. Then just
  399. 14:24something like this will do. You can
  400. 14:26obviously make this look better. Supply
  401. 14:28these, shade smooth, decimate it. Okay,
  402. 14:30this kind of looks terrible but if you
  403. 14:32spent more time at it, it can look
  404. 14:33better. Anyways, now the good thing
  405. 14:35about this method is that you can easily
  406. 14:37make a lot of variants from it. So,
  407. 14:40really all you need to do is add in
  408. 14:42another sapling tree, select your
  409. 14:44preset, change the seed, copy the
  410. 14:47material, make sure you apply this, then
  411. 14:49do your particle things. All the
  412. 14:51particles that have been saved from the
  413. 14:53previous version, only thing you have to
  414. 14:55redo is selecting the vertices, which is
  415. 14:59really not that difficult. Do it in
  416. 15:01about 30 seconds. Honestly, closer to 10
  417. 15:04seconds. Just something like that will
  418. 15:05work. Go to vertices, vertex groups, add
  419. 15:08group, assign, then go into select the
  420. 15:10density for each group, then just
  421. 15:12reselect all of these objects. There you
  422. 15:14go, you have another tree in less than a
  423. 15:16minute. Now, I hope this tutorial helped
  424. 15:18you. Goodbye now.

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