In the same way that i did with the rocks, my ideia was to create a tree that could be multiply and used in diferent angles without the viewer feeling that they where just copies.
I model the tree in Blender using points and some modifiers for the skin. This way of modeling allowed me to create something faster, easier to understand and that cloud be quickly changed if it wasn't turning out the way you wanted. I made the tree branches pointy and with sharp lines so that i could use it as something that points to where the eyes should go in the final shot.
After the base model was finished, i started sculpting, something that i really like spending time on. For me, this part its when we give "life" to the objects and tell stories just by the looks. Like a did with the rock, here i also tried to washed out the round look of the tree made in Blender, flattening the sides and giving the tree more details, so that we think its a tree in a fantastic stylized world and not just a ugly tree made in a 3D software.
To achieve a unique look in any angle, when i was modeling and sculpting i had the same type of work process: build the tree while sticking to some camera angles. This assured me that they were different enough at different angles. To make sure the object didn't get too messy and confusing, I regularly checked if the composition of the tree as a whole made sense and that there was no side that stood out more than the others.
For the leafs i was aiming for a fluffy round look with a nice silhouette, to accomplish that i modeled directly in ZBrush using a sphere.
I went through this process so that i had more room to move and rotate the trees around the landscape without having to stick to one single tree angle. This allowed me to do different arrangements and test in the final composition.
After the sculpting i imported a low poly version of the Tree to Blender and did the UVs. Afterwards i did the texture maps baking in Substance Painter to get the normal map and the ambient occlusion.




