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TREE CREATION PART 01

In this video I begin a new, more advanced tree asset by importing a real photoscanned trunk (a Sketchfab scan by Airsick Lowlanders that I’ve optimized down from its original high poly state) into Speed Tree. I set up a Mesh node referencing the scan’s cutout, create its material from the provided diffuse and normal maps, and scale it into the scene. I then add a procedural branch node stitched onto the top of the scan using Speed Tree’s stitching system, so the generated trunk continues naturally from where the real scan ends, matching UV offset and material scale so the seam between scan and procedural geometry isn’t obvious. I work through balancing segment definition (relative length, radial, and displacement source set to Material rather than Noise) against polygon count, since the stitching mechanism reads vertices from the scan itself and doesn’t respond to radial segment changes the way normal geometry does. I finish by shaping the extended trunk’s height and radius curves for a smoother, more natural taper.