How to make OPTIMIZED Realistic Trees for Roblox Games — Transcript
Full transcript
- 0:00This is how you can quickly make
- 0:01optimized realistic trees in Blender.
- 0:03Let's begin. Okay, to begin you can
- 0:05delete all these. Let's go up to
- 0:07preferences. Going to get extensions,
- 0:09search up tree, then install the sapling
- 0:11tree generator. Then make sure it's
- 0:13enabled in the add-ons. Then when you
- 0:15press shift A, go to curve, you should
- 0:17see sapling tree gen right there. Now,
- 0:19there's a lot of settings that you can
- 0:21change that will affect it drastically.
- 0:23But make sure you do not click off this
- 0:25menu like click onto this cuz then you
- 0:27can't bring it back up unless you press
- 0:29F9 and it'll bring it back up, but I
- 0:32would just recommend not clicking off of
- 0:34it. Now, to begin I would go into a
- 0:36preset one such as white birch. I would
- 0:38just start with this. Make sure in
- 0:40geometry you decrease these resolutions
- 0:43a bit because it can be pretty dense to
- 0:45start out. I typically have one bevel
- 0:48and two curve to begin. Then you can go
- 0:50into branch splitting. The base splits
- 0:52are how many split at the base. Then
- 0:54levels are how many times it splits
- 0:57moving out the tree. You should really
- 0:58only have it set to one or two. For now,
- 1:01you can always go back and tweak it.
- 1:02Now, for the branch growth, this one
- 1:04affects how long the trunk is. So, if we
- 1:06go back to branch splitting [music] set
- 1:08to zero, this is how long the trunk is
- 1:10and this one's how long the branches
- 1:11are. So, when you're creating a tree
- 1:13like this, I would recommend having more
- 1:15branches than you think you should. You
- 1:16can always go back and delete them.
- 1:18It'll help with setting up leaves, so
- 1:19you know, just trust me on that. Then
- 1:21you can go to vertical attraction. This
- 1:23increases or decreases how the gravity
- 1:26affects it. This as well as the downward
- 1:28angle affects how it goes. Like that, so
- 1:30you can tweak these to get a different
- 1:32effect and see how it looks. Then you
- 1:33can go to branch radius and just tweak
- 1:35the ratio. Usually it's pretty good as
- 1:38the default. Maybe just increase it
- 1:39slightly and increase the [music] root
- 1:41flare a little bit. Now, to decrease
- 1:43this triangle count even more, you can
- 1:44go to growth. You can go to branch
- 1:46splitting, decrease this curve
- 1:48resolution quite a bit. I would
- 1:49recommend setting it to eight there and
- 1:51about four there. Then you can decrease
- 1:53the amount of branches as well. Usually
- 1:55you don't want any less than 30 to
- 1:57begin. You can go ahead and tweak these
- 1:59settings and once you have something
- 2:00good that you like, you can go back to
- 2:01geometry, set a name right here. You can
- 2:03set it to tree. I'll just name it
- 2:06tutorial tree. Then you can do export
- 2:08preset and you can load in that tree
- 2:10anytime you want. Yeah, then you can
- 2:12play with the random seed and quickly
- 2:15create just lots of different variations
- 2:18of trees. So once you do have something
- 2:20good that you like, I would recommend
- 2:22something that looks similar to this.
- 2:24What you can do now is just do control
- 2:26A, visual geometry to mesh. This just
- 2:28turns it from a curve into an actual
- 2:30mesh. Then what you should do is get the
- 2:33circle select, increase the radius a bit
- 2:35and select all of the edge branches.
- 2:37Going into wireframe view will help a
- 2:40lot in this. So just go around, select
- 2:42all the branches. It doesn't need to be
- 2:43that precise and even. Just something
- 2:45like that will do. And then go into
- 2:48vertex groups and add a vertex group and
- 2:51click assign. You can name this. I'm
- 2:52just going to leave it as group. Next
- 2:54we're going to start on making the
- 2:56leaves. So for this, add in a plane.
- 2:58Sorry to interrupt, but did you know
- 3:00that not even 3% of people watching are
- 3:02subscribed? So if you find this video
- 3:04helpful, it would mean a lot if you
- 3:05could press that button. Okay, back to
- 3:07the video. Scale it however you want.
- 3:09Then to find the leaf, you can go into
- 3:11Google. You can just search up branch
- 3:14texture. Go into images and then just
- 3:16download any of these. I would recommend
- 3:18downloading four textures and have it be
- 3:20a leafless branch like this. Then go
- 3:22into a photo editing software. I'm going
- 3:24to be using Photopea. Select new
- 3:26project. Make sure it's set to 1024 by
- 3:291024. Click to create. Then you can drag
- 3:33in your images. Make sure they're 512
- 3:36respectively. Just put them into each
- 3:38corner. If they're too big, you can
- 3:40always scale them down. Okay, something
- 3:42like this works. Make sure they're
- 3:43transparent as well. Now depending on
- 3:46how optimized and how low triangle count
- 3:48you want your finished product to be,
- 3:49you You skip this step and just use
- 3:51these as your textures, but what I'm
- 3:53going to do is just decrease the size of
- 3:55these and multiply them multiple times.
- 3:58That way it looks like there's multiple
- 4:00branches strung across, so it looks more
- 4:02detailed. But it will result in lower
- 4:04quality [music] textures, so I'm just
- 4:06going to
- 4:19Okay, now I'm done. Now, the reason I
- 4:21did that is because since there's four
- 4:23textures on these, it requires four
- 4:25times less the parts required to show
- 4:28this much detail. A lot of the texture
- 4:30quality does get lost, so you know, it's
- 4:31a balance you have to maintain. Now,
- 4:33it's also important to make sure that
- 4:35these textures fit somewhat. Now, what
- 4:37do I mean by that? This texture is a
- 4:38little more saturated than that one, and
- 4:39this one's a little more cool than that
- 4:41one. So, what you could do is just
- 4:43decrease the contrast a little bit,
- 4:45change the color, change the saturation
- 4:46[music]
- 4:47a little bit, you know, just something
- 4:49like that. So, it fits a little closer.
- 4:51But you know, that's of course your
- 4:52preference. So, once you have all of
- 4:54this whole done ready, you can just
- 4:56export as PNG. Then you can go back into
- 4:59Blender. Now, select your plane, go into
- 5:02the shading tab, then select new,
- 5:06bring in an image texture, open up that
- 5:08file you just saved, plug the color into
- 5:10color, the alpha into alpha, bring up
- 5:12the roughness. There you go. Now, go
- 5:14into UV editing and just make sure that
- 5:17these fit onto [music] the plane.
- 5:20Something like this will work. Make sure
- 5:22there's no overlapping bits like that.
- 5:24Now, you can always do double tap G and
- 5:26just drag it up a little bit. Something
- 5:28like that works. Now, it's important to
- 5:30double tap G instead of just moving it,
- 5:32[music] cuz that will distort the
- 5:33texture. By double tapping G, you
- 5:35maintain the texture and you can move
- 5:38the vertices. [music] That's just a
- 5:39quick little tip. Now, what you can do
- 5:41is add in some loop cuts like that.
- 5:44Let's go back to layout mode, and then
- 5:46just give it some depth. Just play
- 5:48around with it a little bit. Doesn't
- 5:50need to be even or anything and shade
- 5:52smooth. That just gives it some depth.
- 5:54Make sure the origin is in the center of
- 5:57it like that. Okay. Now, duplicate this
- 6:00four times for each of the textures you
- 6:03have. Go back to UV editing then just
- 6:05place it over the texture like that. Get
- 6:07the seams a little bit closer. Something
- 6:09like that will work. And just do that
- 6:11for each texture. There you go.
- 6:13Something like that will work. And now
- 6:15we can just add a quick little temporary
- 6:17material here. Just change the base
- 6:19color to brown. Okay. Now, what we're
- 6:22going to do is we're going to add in a
- 6:23particle system. Go into your particles
- 6:26right here. Click on this. You can name
- 6:28this [music] to anything you want. I'll
- 6:29just name it to tree one or leaf one
- 6:31would work better. Set it to hair. Set
- 6:34this number to 10 for now. Make sure you
- 6:35click on advanced. Go to rotation. Set
- 6:38this to global Z. You can leave these be
- 6:40for now. Go into render. Render as
- 6:43object. Select your leaf. There you go.
- 6:45You can see it up there. Now, for scale
- 6:47randomness, I typically do 0.6. Just
- 6:50increase the scale a whole lot. Make
- 6:51sure you apply these rotation and
- 6:54scales. Also, make sure you save your
- 6:56file. I'll just name this to tree test.
- 6:58Now, if these aren't oriented properly,
- 7:01you can always rotate these as so. Just
- 7:03so it's facing downwards like this.
- 7:06Something like that works. Okay. Now,
- 7:08you can go increase randomize a little
- 7:10bit. Increase your inner phase a little
- 7:12bit. I wouldn't recommend changing the
- 7:14phase at all. Just leave it at zero.
- 7:16Next, we're going to go into the vertex
- 7:18groups. For density, just select the
- 7:20group. Now, you can crank up the number.
- 7:23You can increase the randomize and makes
- 7:25it more fluffy like that. You can leave
- 7:27it be. I like having it pointing down a
- 7:29little bit more. So, leave it like that.
- 7:31Then, what I typically do is just refine
- 7:34this vertex group a little bit. So, go
- 7:36into weight paint like this. Set the
- 7:38weight to 0.5. Then, go around all these
- 7:41branches like this. Doesn't need to be
- 7:44perfect or anything. You just want there
- 7:45to be more leaves at the end and less
- 7:47fading into the trunk. And then you can
- 7:49set the white paint to zero for the
- 7:52trunk. Go up like that. Do something
- 7:54like that. Then enable it again. I'd say
- 7:57that looks a little bit better.
- 7:58Honestly, what you could do is set this
- 8:01to 0.1 and just increase it like that.
- 8:04That way there's even less clumped up in
- 8:06the middle and I think that [music]
- 8:07looks better. Okay. Next, to get some
- 8:09variety in label this leaf one and
- 8:12duplicate it. Label this leaf two.
- 8:14Duplicate it. Label this leaf three.
- 8:15Duplicate it and label this leaf four.
- 8:18Now you should have four of these and
- 8:20add in four particle systems. Make sure
- 8:22these all line up. Third system for the
- 8:24third leaf. Fourth system for the fourth
- 8:26leaf. First system for the first leaf.
- 8:28Then what you can do is go into the
- 8:30systems and then just change the object.
- 8:34For the second system, I'll be selecting
- 8:36this. Boom. For the third system, I'll
- 8:38be selecting the third texture. For the
- 8:41fourth system, I'll be selecting the
- 8:42fourth texture like that. Then if it
- 8:44looks like this, go into density. Select
- 8:47your vertex group again. And there you
- 8:49go. Now, what I typically do is have one
- 8:52leaf show up a whole lot more than the
- 8:53others. So for that, I will use this
- 8:56one. Set the number to this to about 150
- 8:59to begin with. For this branch, you want
- 9:01this to be really low. Just set it to 50
- 9:05like that. And for this one, you can
- 9:07just set it to like 75 will work. This
- 9:10one, just set it to 75 again. And look
- 9:12at it with all of them. Now, I would
- 9:14increase the scale. Scale to 0.5 for all
- 9:17of them. Just play around with the
- 9:18particle settings until you get
- 9:20something that looks good.
- 9:23While this time lapse plays, I wanted to
- 9:25let you know that I will be selling
- 9:26these tree assets and much more on my
- 9:28Ko-fi shop. So if you don't want to go
- 9:29through the hassle of making these, you
- 9:31can always purchase them. It helps
- 9:32support the channel, too. Anyways, back
- 9:34to the video. Okay, I think this looks
- 9:36pretty good. Good enough. What I'm going
- 9:38to do is just shift duplicate this, move
- 9:40this off just in case I want to use it
- 9:42for something, hide that, and select the
- 9:45tree, select make instances real, then
- 9:48you can click on the stump itself, then
- 9:50visual geometry to mesh. Now, what you
- 9:52need to do is select all of these base
- 9:55textures, duplicate them, select all
- 9:57these leaves, unselect the trunk, just
- 9:59click on one, control J to combine them
- 10:01all, and delete all of these. Now, you
- 10:04have the leaves and you have the trunk.
- 10:06Now, I typically do is delete these
- 10:08branches that are poking out a little
- 10:10bit. So, to do that, just get the circle
- 10:13select, and then just select all of
- 10:15these that are poking out a little bit.
- 10:17You can select more at the top since
- 10:19most people won't see that, and less at
- 10:21the bottom because that will be more
- 10:22noticeable. Select all of them.
- 10:24Something like this will do. Then, just
- 10:26delete them all. If parts sticking
- 10:28[music] out like this, just move it into
- 10:30the leaves so it's less noticeable.
- 10:32Decrease the scale maybe, like that. You
- 10:34always go in and tweak it a little bit
- 10:36more, up to you, of course. Then, what
- 10:38you can do is further optimize this
- 10:40since 5K triangles is a little bit too
- 10:42much. Go into the stump, add on decimate
- 10:45modifier. I typically don't go any lower
- 10:47than 0.6. That decreases it quite a lot.
- 10:50Then, what you can do is go into the
- 10:51leaves, select everything, go into mesh,
- 10:54clean up degenerate dissolve. Increase
- 10:56this so it deletes all of those little
- 10:59faces. Once you see some big changes,
- 11:01you should stop. Do 0.25.
- 11:04some. Then, you can go into mesh, clean
- 11:06up, delete loose, then it removes all
- 11:08the vertices left over. Now, you
- 11:10typically want it to be below 3,000
- 11:12triangles. Right now, it's at 3,700. So,
- 11:15what you can do is select the leaves,
- 11:16add a decimate modifier, and just
- 11:18decrease it until the model's at 3,000.
- 11:22Of course, you can have it higher if you
- 11:24don't really care about that, but I
- 11:25don't think it makes a significant
- 11:27enough impact, and destroying 700
- 11:29triangles makes a significant impact on
- 11:32performance when you have massive
- 11:33forests. Okay, now once you have this
- 11:36all done, you can select it, click on
- 11:38export FBX, select the objects, then
- 11:41export FBX. Then you can go into Roblox
- 11:43Studio, go into any random place, select
- 11:46import, find your model, and then just
- 11:49import it. Once it imports, you can
- 11:51scale it down, go into your leaves, copy
- 11:54that texture ID, add in a surface
- 11:56appearance, paste that texture ID into
- 11:58color map, make sure the alpha mode set
- 12:00to transparency, then it loads in. Now
- 12:02another trick you can do is add in a
- 12:05normal map. Search up normal map
- 12:07generator, load in your original
- 12:10texture, increase the bias as much as
- 12:12you want, save it, import the normal map
- 12:16into the surface appearance. That just
- 12:18adds just a little bit more depth to it.
- 12:20See, it just adds a little bit more
- 12:21depth to it. Now for the trunk, what I
- 12:23would suggest doing is creating a
- 12:25material variant from a PBR texture. Now
- 12:28to do that, you can go back to Google,
- 12:30search up AmbientCG. You can use this or
- 12:33Poly Haven, those are the two websites I
- 12:35suggest. Search up bark, any of these
- 12:37will do, download a 1K, unzip the file,
- 12:41go back into Roblox Studio, click on
- 12:42material, material manager, add material
- 12:45variant. For color, find your color map.
- 12:48For normal, find your normal map. For
- 12:50roughness, find your roughness map.
- 12:52Apply it to the tree. Make sure this is
- 12:54set on organic. You can increase or
- 12:56decrease the tiling as you see fit. Now
- 12:59to optimize this for games, what I would
- 13:01suggest doing is click on the leaves,
- 13:04disable all of these collisions, make
- 13:06the collision fidelity set to box, and
- 13:09then for the stump, you can disable all
- 13:12of these if you don't need them, and
- 13:13keep the collision fidelity set to
- 13:15default. Now to create massive forests
- 13:17easily, I would recommend using the
- 13:18brush tool, add your brush, increase the
- 13:20spacing and the radius quite a bit, make
- 13:23the rotation random, make the scale
- 13:24random, I'm this to about 0.8 and 1.2.
- 13:27Make the orientation up and just spread
- 13:30it all around. If you see a weird little
- 13:32under glow to the leaves, what you can
- 13:34do is just go into toolbox, go into
- 13:37decals, search up white, select this
- 13:40copy asset ID, then go into your
- 13:42roughness map, paste that in, then
- 13:44you'll see it go away. Also, make sure
- 13:46the render fidelity is set to
- 13:48performance for both the trunk and the
- 13:50leaves because there's thousands of
- 13:52trees in a forest, you want to make sure
- 13:53that they're as optimized as possible so
- 13:55you can massive forests that look good.
- 13:59Now, to get roots, what you can do is
- 14:01just add in a plane, go into edit mode,
- 14:03merge at center so you can just get a
- 14:05vertice. Push these vertices out a
- 14:07little bit, feel like this, make it go
- 14:09down. Something like this will do. Then
- 14:12you can add in a skin modifier and then
- 14:15if you really wanted to, you could add
- 14:17in a subdivision surface. You can press
- 14:20control A on a vertice and it will
- 14:23increase the thickness. Then just
- 14:24something like this will do. You can
- 14:26obviously make this look better. Supply
- 14:28these, shade smooth, decimate it. Okay,
- 14:30this kind of looks terrible but if you
- 14:32spent more time at it, it can look
- 14:33better. Anyways, now the good thing
- 14:35about this method is that you can easily
- 14:37make a lot of variants from it. So,
- 14:40really all you need to do is add in
- 14:42another sapling tree, select your
- 14:44preset, change the seed, copy the
- 14:47material, make sure you apply this, then
- 14:49do your particle things. All the
- 14:51particles that have been saved from the
- 14:53previous version, only thing you have to
- 14:55redo is selecting the vertices, which is
- 14:59really not that difficult. Do it in
- 15:01about 30 seconds. Honestly, closer to 10
- 15:04seconds. Just something like that will
- 15:05work. Go to vertices, vertex groups, add
- 15:08group, assign, then go into select the
- 15:10density for each group, then just
- 15:12reselect all of these objects. There you
- 15:14go, you have another tree in less than a
- 15:16minute. Now, I hope this tutorial helped
- 15:18you. Goodbye now.
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