“It is the beginning of everything.”
portrait version
“In the beginning, there were six sides…”
The legend said that elder blender artist repeat this mantra:
right click to selecte the Cube, press X, then space/shift A → Mesh → Cube
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I featured you on BlenderNation, have a great weekend!
I love those trees! would you share how you made them?
Sorry for the late reply, but this is the way I did the tree.
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Firstly, the branches is made with extruding single vertices and the skin modifier.
Once that im happy with the shape, I apply the skin modifier and did a quite tedious cleanup.
After that, then its the hair particle system for the leaves and weight paint for the density in the vertex group tab.
This is the settings I did but it’s pretty much up to your own preference.
Apply the modifier and the branch is done.
another note: do make sure the origin point is at the bottom of the branch
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Next is the tree itself
I did basically the same process for the tree base mesh with extruding single vertices and the skin modifier and then the cleanup.
While I don’t intend to replicate any realistic tree, but having references does helps when making the branches.
Instead of using particle system for the leaves branches, I’m using Geometry Nodes instead. After watching quite some amount of geometry node tutorial and a bit of experiences, this is what I made.
there’s too much nerd stuff, so i can’t really explain much other than it worked. ![]()
Oh and this is the weight paint for the branches.
So yeah, that’s basically how I did it.
I personally think this isn’t a good way to make tree in terms of and for performance since I’m simply being lazy for the most part, but it is one of the way.
TL,DR:
Anyway, have a nice week. ![]()
Wow what a fantastic response! Thats really cool. I didn’t know you did a swaying animation since its a still.
Is the texture procedural? Sorry i should have specified that was what I was most interested in. It looks stylized in a really cool way
So for the swaying animation part, I was doing some animation testing for maybe future stuff so I ended up left that in.
Short answer for the texture, I did slight moss procedural on the wood part. Everything else is PBR image texture and mostly just tweaking with HSV node.
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For the leaf, I used the texture from cgbookcase.com (Autumn Leaf 17). Majority of the work is done by tweaking the Hue/Saturation/Value node from the diffuse texture, mostly on the Hue slot.
Also by putting in Random from Object Info into the Hue slot do somewhat make it less monotone when theres a clumps of em.

I also did the same for the wood part. I used the bark texture from PolyHaven (Bark Willow 02) and then tweak the diffuse texture hue with HSV node.

I did procedural the moss with this setup which isn’t that good since it only does projection from the object top, but it’s a good enough for me.


example for the moss procedural
Hope this answered your question. ![]()
Oh yeah thats awesome