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Best practises when modelling "textured planes" for extra detail? (Blender, Unity)

I'm not entirely sure I'm using the correct term, I'm referring to the way things like bushes and trees are normally modelled, with a solid trunk and then a series of planes that have textures of leaves - giving the feel of a fully modelled tree for a fraction of the vert count.

The way I'm currently doing it is with two planes, with overlapping verts and normals facing opposite directions.

I'm not however certain this is the "best" way of doing it. Thoughts?

Thanks!

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