The process starts with creating a low poly ivy leaf, made using the create polygon tool and using a drawing I'd done as an image plane guide. I then use the interactive split tool to put the divisions in the best places. The idea is to have a slightly asymmetric shape so as to give the leaf a more naturally grown look.
I used a curve (made with the EP curve tool as I feel this tool allows me in the easiest way to achieve the precise shape of the curve I want) to create the guide for my ivy vine.
To affix the leaves to the curve, I simply use the curve snap option whilst moving the object. You have to make sure that the pivot of the leaf is set to the bottom center of the leaf, this ensures it will look as if they are growing from the vine. I will continue following this tutorial later.
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Next I had a look at the book's tree tutorial, in the hope that I might pick up some better techniques. This tree starts off very similar to ones I have made previously, I create a cylinder (without going overboard on the divisions as a tree trunk is never perfectly round) and then deform the base (I've used a lattice in this case but that is optional) to create a wide trunk. The faces at the top of the cylinder are extruded along a curve path and tapered at the the end to form the top half of the tree trunk. I deleted the faces on the bottom as I do with the majority of my game models as these are never visible - therefore saving space by having less unnecessary polygons in the level.
To form the primary branches I created a curve with a NURBS circle aligned at its base. I then used surfaces>extrude>options to create a polygon object that follows the curve path, which results in a nicely crooked branch. Once you delete the history of the polygon object, you can get rid of the circle and curve. I then merge the vertices at the tip of the branch, and scale down each 'ring' of vertices to give the branch a tapered end. You repeat the same process to create a few more primary branches, and the do the same to create secondary branches.
I have begun to make alterations to the crookedness of the branches in the top view as I think that so far they only had variation in the Y axis.
In comparison with my previous tree model, I think the branches made with this technique look much more organic. I think the process is a little quicker as well so this should speed up production when it comes to modelling some other tree variations for the scene.
To create tertiary branches, all that's used is a plane divided in half and pulled into a V shape. The purpose of this is to use a texture which will (when multiplied) create the illusion of a full, leafy tree - but whilst keeping the poly count suitable for a game level. I created a 256x512 texture of leaves and a branch which I drew and painted in Photoshop. This was a size indicated by the tutorial, however looking at it on the model it looks quite pixelated still, so in future I might opt for a slightly larger size.
To fill out the tree, I just had to duplicate this leafy branch and attach it at various points on the branches. It helps to alter the angles and sometimes the scale (ever so slightly) to give the tree a more realistic appearance. My aim today was to just pick up a few new techniques, but I will continue with these tutorials later.