A rigged tree branch model, which can be posed, animated, exposed to physics engine etc. thanks to a 11 bones skeleton. This model is designed for using with efficient collision detection, so the branch segments are intentionally made straight slightly beyond realism to correspond exactly to the bones.
TEXTURES AND MATERIALS.
See Textures supporting item. Unzip the archive and copy the 'tex' folder to the directory of the main file.
The branch consists of two separate skinned meshes for wood and foliage respectively. The wooden part is equipped with a material using following textures:
Since the textures are actually atlas, increasing UV origin's U by 0.25 step and V by 0.5 step uncovers different types of bark. The unwrap for these textures is done by non-overlapping patches beyond [0;1] range in the second UV channel. The first UV channel includes overall non-overlapping geometry within [0;1] range, but is not used here, just reserved for lightmaps, etc.
The foliage mesh is equipped with 7 texture sets for different types of foliage.
- maple leaves (leistus_cleinus_*) - basswood leaves (leistus_leipa_*) - oak leaves (leistus_percus_*) - bare small branches (vietvis_galva_*)
- maple small branches (vietvis_cleinus_*) - basswood small branches (vietvis_leipa_*) - oak small branches (vietvis_percus_*)