I'm currently developing a RTS game that has a bird view camera operating while playing the game. One of the core aspects of my game are trees.
So in the previous days i was playing with trees in Unity.
- First i played with Unity Tree Creator however later i realized it is broken since 2018.3, and devs said it wont be fixed because it will be a community developed package in the future
- Then i downloaded assets from the store that are said to be highly optimized trees, however they are mostly for "3rd person camera projects" thus having around 7-14k triangles.
After these experiences, i decided to export a tree prefab to fbx, then manually decrease the triangle count to around 2.5k in 3ds max, then reimport it to Unity. With this technique i was able to produce quite good results, but still not very satisfied with it.
After playing with this i realized i can sure do better especially with playing LOD numbers, material optimization, and with the default tree trinagle optimization.
However the problem is i can't model pine trees that satisfy my needs in 3ds max. So i started looking into SpeedTree documentation, however it seems a bit too professional for my needs(All the tutorials also make trees with like 20k poly/tri).
So regarding this story. I would like to ask the following question + a bonus one about LOD:
- Can you model quality trees with SpeedTree for Unity that have like around 1k-2k triangles, or SpeedTree is for high quality/high poly trees, they algorythms won't work with lower polygon count etc? (I heared they have a simplify modifier is it good? like make a 7k triangle tree then cut it to 1k-2k)
- I'm thinking about using 4-5 LOD and a BB for smooth transition. In my picture i use 2 LOD and a BB and sometimes when moving the camera fast, transitions are not as smooth as i want it to be. So i would like to rather have more lower detailed meshes before trasitioning to BB. So does having a 4-5 LOD-s a common practice or any better ides for this?