How to Create a Low Poly Tree in 1 Minute
Why Blender Stack Exchange recommends it
Blender Stack Exchange users cite it as the tutorial they were following when they hit problems, especially with transparency, alpha and shading on the tree's leaves and branches.
Recommended by 2 people across 2 different months, 2020 to 2024.
What it is
A one-minute Blender 2.8 tutorial by CG Geek showing how to build a low poly tree with leaf and branch textures, aimed at use in game engines like Unity or Unreal. It is a fast, narrated screen-capture walkthrough with links to free bark and branch textures.
What people said
Recommends Hones_40 · 2020-03 · Blender Stack Exchange · on “Alpha Layer + Transparency Shader Glitch in Eevee”
I am following the CG Geek tutorial in which he details modeling a tree in one minute. ( [this video] ) I'm running into problems when it comes to shading. When I add a transparent shader to my tree-branch texture, the alpha layer becomes opaque. Here is my node set-up and the result. [LINK] [LINK] I've tried adjusting the blending mode settings in the material window. Going from "Alpha Blend" to "Alpha Clip" does result in the opaque alpha layer disappearing, but it introduces some strange artifacting involving white dots (they appear to be the outline of the alpha-layered image textures). [LINK] This is all in EEVEE. When I switch to Cycles, these issues go away, but my GPU pays the price with
Recommends Liam · 2023-02 · Blender Stack Exchange · on “Having problem with tree leaves transparency”
I'm following this tutorial [this video] But when I got to making the leaves transparent, all of the leaves got super bright and weird. It might have something to do with the HDRI I'm using but it looks it should work. I think it got messed up when I added an Add Shader and a Translucent BSDF. Here's what it looks like: [LINK] [LINK]
Cites Sebi · 2020-05 · Blender Stack Exchange · on “Translucent node produces weird result”
I'm following this tutorial: [this video] At the above time mark, my out is: [LINK] The branches are cropped images as plane. My guess is that, the cuts should have been made closer to the leaves but I'm not sure.
Cites JMasterBoi · 2020-07 · Blender Stack Exchange · on “How To Export Blender Mesh w/ Shaders to Unity”
I am following CG Geek's How to Create a Low Poly Tree in 1 Minute [this video] and I want to export this tree, shaders and all, to Unity so I can add it to my game. How would someone go about exporting a (Cycles Rendered) mesh To Unity? Thank You In advance! (BTW, I know there are a lot of people that already asked this but I tried them and they don't work. Also (I think), my circumstance is kind of specific)
Cites Rumata · 2021-08 · Blender Stack Exchange · on “Translucent shader ignores alpha channel”
I want to make a simple tree following [this tutorial][1], but when I add a translucent shader it ignores alpha transparency and I can see texture planes. how can I fix it? [![enter image description here][2]][2] UPD - answer below works, but also the original approach from this tutorial works with Cycles (not Eevee). [1]: [this video] [2]: [LINK]
Cites Batool · 2022-11 · Blender Stack Exchange · on “Even light from every angle instead of casting a shadow away from the light source”
I am quite new to Blender and have been following this tutorial How to Create a Low Poly Tree in 1 Minute [this video] . Everything went perfect except my tree trunk (circled in red) has even light from every angle, instead of casting a shadow away from the light source. The leaves/branches, on the other hand, appear as expected with the light source (the tutorial uses "cycles" for rendering). [LINK] Here are the nodes (if it helps). The tutorial uses "smart UV". [LINK] Tutorial for adding UV light to the tree trunk - 0:54 [this video] Others: HDRIS for world building [LINK] , Branch and Bark Textures [LINK] ,
Cites ahainen · 2024-07 · Blender Stack Exchange · on “How do I create an asset but hide the dependencies upon importing?”
I recently watched this blender tutorial to make a tree [this video] and I'm trying to make that tree and its leaves particles an asset. With what I've tried so far, when I import the asset, it brings in tree and leaf particles AND the individual leaf image plane as separate entities (See screenshot). I would prefer it only bring in the tree with the particles of leaves, and the individual leaf object is not selectable in the downstream file. I'm trying to avoid packing resources and Make Instances Real as I imagine that will not be as performant, and packing would dramatically increase the .blend filesize. Am I thinking about that correctly, or would packing and Make Instances Real be the correc