Artefact, Documentation and Presentation (Aryan Raj Adhikari)
Trees
I decided to switch up things and go about accomplishing other phases of my project. The concept art I am focusing on is very abandoned and overgrown with foliage. This also includes the trees and is a pivotal asset in help setting the composition of the scene.
There are different ways you can go about creating trees for your game engine. Blender has a couple of free addons you can make use of to create trees. It can also be created manually and sculpted upon.
However, for this project, I am trying to show my mastery over a plethora of different softwares. My first initial response was to use SpeedTree but I remembered of a free alternative to SpeedTree called TreeIt. It's not an industry standard tool but it does get the job done perfectly.
Figure 1 (TreeIT, (evolved-software, 2023))
It is a procedural tree generator and does the same thing as SpeedTree does, albeit a bit less updated. However, since it would get my job done, I decided to use this software and test it for my project.
Figure 1 (Creating trees in TreeIT)
I wanted to create a couple of variations for the trees so that they look more organic and random. For that purpose, I specifically highlighted a couple of trees and used them as a base reference to build upon. Inside TreeIt, you can control a lot of different parameters pertaining to its leaves, mesh, branches, trunk and the tree itself in general. It is super versatile but it does require a lot of tweaks to get your desired shape.
Figure 2 (Completion of the tree #1)
As observed above, I did my best to create the tree as to the reference image. It required tweaking the number of branchlets, the gravity pull, the bend and the crinkliness and so on. Using the same process, I started working on the other two variations of the trees I wanted to use inside UE.
Figure 2 (Completion of the tree #2)
Its different compared to the first variation of the tree. One major difference you can immediately spot is that the branchlets are not inherting the position of the sun and are sideways. The entire tree also has a slight bend to it for organic deformation.
While working on the trees, I wanted to also check if I could somehow control the parameters of leaves I would populate in those trees. I quickly went inside Photoshop to create leaf cards for the trees. They are very simple to make, I just copied one of the leaves I created initially for my foliage atlas and made an alpha and an albedo card. After the first one was done, I went and did a second variation with another set of leaves.
Figure 3 (Completion of the tree card #1)
Figure 4 (Completion of the tree card #2)
After exporting the alpha cards from Photoshop, I imported it into TreeIt in my current projects. I populated the leaves on the branches of the tree, along with its scale, orientation, map method, count and so on. I have to say I was really impressed with how it turned out to be.
Figure 5 (Final tree with leaves in TreeIt)
I also finally concluded my trees for the environment project. I was a bit hesitant at times believing that the output might not come as expected and I might run into a problem at any time. But, it came out better than I expected. It is also very simple to export it as an fbx file you can use when you want to import it inside UE. Good times!
REFERENCES
evolved-software, 2023. Steam. [Online] Available at: https://store.steampowered.com/app/2386460/Tree_It/ [Accessed 29 June 2025].
















