Just
do some extrutions on each side and
your roots are finished.
Time
for the leaves.
I
start by cloning the tree and hiding one
copy of it. The new copy i will delete
the polygons making up the lower part
of the tree leaving me with the branches.
This is done because the leaves will be
created using a PArray which will be applied
to the branches.
Hide
the branches now. The next thing to work
on will be to create leaves. You can model
them however you want, I just draw a spline
and extrude it. I create two leaves shaped
slightly different just for a little variation.
Normally i would make 3 shapes of leaves,
but 2 will do. Then starting with a box
i create a brance the leaves will be put
on.
3DTotal
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I
create two different types of branches
that the leaves will be on. These branches
are small. its better to create longer
branches so that your leaves will be further
away from your tree trunk than mine turn
out to be in this tutorial.
Group the leaves and the branch together.
And for each branch that you create, create
a small box that will be places as the
base of that branch and then link your
grouped branch to that box. This is because
when you use instanced geometry on a group
in a particle system, the pivot point
is in the middle of the group. we want
out pivot at the base.
Create
as many PArrays as you have branches.
In my case its two. Select tree_copy that
you made as your particle emitter and
under particle type choose instanced geometry.
In the instanced geometry section select
the box as the geometry and turn on "use
subtree also". For particle rotation i
use "user defined" with the settings of
1,1,1 var 0.
particle
type rollout look for get material from,
and choose "instanced geometry" as your
source of material. As for putting a texture
to your tree, thats a whole new tutorial
in itself. Have fun...