3D VEGETATION MODELING FOR Unity
Need trees in your Unity project? The free SpeedTree® Model Bundle for Unity now includes sample broadleaf, palm and conifer high-end trees. And if you don’t find the right tree, subscribe to our SpeedTree Modeler for Unity for $19 for a month, which lets you create new species from scratch or just tweak what’s in our library.
SPEEDTREE FOR Unity FEATURES
Works with the SpeedTree Modeler, available on Windows and Mac OSX for $19/mo. USD.
This award-winning vegetation editing tool delivers a unique combination of procedural and hand modeling, for quick, precise tree artistry. Features include hand drawing, subdivision surface modeling, fine-tuning of wind effects, growing your tree around imported mesh props, and much more.
All models are enabled to automatically create extremely efficient lightmap UVs
Wind effects are scalable, delivering the same level of high-end animation as seen in the growing list of outstanding feature films that have used SpeedTree.
Smooth, tunable LOD transitions.
Works on any platform Unity supports.
Buy just the trees you need from SpeedTree’s extensive, widely-varied Model Library store and drop them into your game as-is or tweak them first with the SpeedTree Modeler.
Works with instanced foliage rendering and instanced painting, with full wind support and per-instance color variation.
Provides the latest SpeedTree version and features, as long as the subscription is active.
Drop in ready models
Fully Editable With Modeler Subscription
Every model in the set comes in both SRT (SpeedTree Run-time) and SPM (SpeedTree Procedural Model) file formats. SRTs are compiled from SPMs and drop directly into the Unity. SPMs are editable within the SpeedTree Modeler. Even if you like to create your trees from scratch in the Modeler, starting with a fully-realized model can speed things along a great deal.
If nothing else, the Modeler can be used to create a new random variation of each tree with a single click.
Every tree model in the set is available in multiple resolutions:
A high detail tree that runs well in real-time. These are perfect when there are only a few trees in the scene or if a tree is particularly important (e.g. a big tree at the center of a town). Triangle counts normally exceed 15,000.
Right around 1,000 triangles, these are great trees for targeting lower-performance platforms or just to use as distant fillers when billboards won’t do.
This is the most commonly used resolution, hitting right in that sweet spot between Hero and Mobile trees. Commonly around 8,000 triangles, this is the default resolution when designing a title for use on PC/Mac, PlayStation® or Xbox®.
Many of the models feature seasonal variations like fall leaves, snow or bare. Each seasonal variation is modeled in three resolutions: hero, desktop, and mobile.
Artist-Tuned Wind Effects
SpeedTree employs a very scalable wind effects system, supporting anything from simple global wind all the way up to cinematic-level as used in The Lone Ranger and many other feature films. Our Unity models have been artist-tuned specifically for use with the SpeedTree/Unity integration. Once imported, users can adjust the speed/complexity trade off by editing the Wind Type (e.g. fastest, highest-quality, etc), per material.
Branch Seam Reduction
In low-polygon modeling, a tree’s trunk and its branches are often modeled as cylinders shoved against other cylinders. Our models take full advantage of SpeedTree’s branch seam reduction feature as integrated into Unity. Without using subdivision surface modeling or unwrapping the branch/trunk texture, a smooth seam is still possible where the branches meet the trunk. Because the texture still wraps, a higher overall texture resolution appearance results.
Preset Ambient Occlusion
Per-vertex ambient occlusion is included in every tree model, tuned by our artists to darken the interior or otherwise obstructed parts of the tree model. When dynamic shadows aren’t possible, SpeedTree’s ambient occlusion can make a huge difference in rendering quality, especially for the lower-polygon models. The image at right shows a desktop tree model with no dynamic or static shadows and then that same tree with our ambient occlusion applied.
Preset Collision Objects
All tree models will have medium-detail collision objects already placed and ready to work with Unity.
We supply high-resolution textures with all of our models, often higher than is commonly used in real-time, allowing you to scale down to the resolution you need. Models include diffuse and normal maps with alpha masks. Masked textures also include edge padding to prevent bleeding at lower mip levels.
Helper SPM Models
For tree models where it’s impractical to model every leaf separately, creating convincing leaf clusters is important (example at right). Many of our models include SPM files to help generate these automatically. Using the Modeler, users can easily tweak the individual leaf sizes, quantities, and color variations. The Modeler will also automatically generate the diffuse, normal, specular and transmission masks – all without ever opening Photoshop®.
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