Greetings,
This is my first question so apologies if I posted it in the wrong place or something.
So say I made a tree in Speedtree ue4, and I used individual leaves as opposed to a plane with branch/leaves texture on it,
Obviously the model ended up being too heavy, and I have around 200k tris on the leaves alone, the LOD settings in Speedtree removed only about 20k which is clearly not enough (especially if I was planning to make a forest scene or something)
So I looked up solutions, and I tried the following:
- Using the “Simplify” option in speedtree: which got me to a great result, but it’s pretty much similar to using a branch/leaves texture on a huge plane, which I try to avoid.
- Increasing the LOD settings in Speedtree: including leaf collision (which removes leaves that are too close in proximity), model was still way too heavy
- Using LOD on leaves: which removes leaves the smaller the model is in screen size whilst increasing the size of the surviving leaves, that option is not ideal, the amount of leaves I need to remove to sustain a playable scene makes the size of the other ones enormous.
- Adding a mesh LOD in Unreal within the static mesh editor: the problem here is, it seems to only import fbx and obj files, which I don’t possess.
So ideally, what I tried to do is make a high-poly tree model, add 2 LODs, simplify said tree in Speedtree turning individual leaves into a plane mesh with textures generated in Speedtree, export that as srt, import it as an LOD mesh; Problem solved: Christmas.
So to summarize TL;DR-style: Is there a way to use other trees as LOD meshes in UE4 and/or any other way to turn single leaves to frond textures ?
Thanks in advance,
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