Generate realistic trees with full PBR and wind animation
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What is this tool
Procedural tree generator for game-ready assets: build rigged, wind-animated trees with PBR materials directly in your browser, then export them to your DCC or engine.
Quick start
- Pick a Tree Preset from the left panel (Conifers / Broadleaf / Palms).
- Tweak Canopy, Branching, and Trunk parameters until the silhouette matches what you want.
- Use Random Seed and the Random button to explore natural variation.
- Check the tree from multiple angles in the viewer and verify the wind animation feels right.
- Choose an export format (GLB or OBJ) and click Export.
Best use cases
- Background and mid-ground trees for games and real-time scenes.
- Environment blockouts where you need lots of variations quickly.
- Concept art and previs where exact species accuracy is less important than believable shapes.
Limitations
- These are generic procedural trees, not botanically perfect scans.
- Very high poly trees or extremely dense foliage will be heavier to render and export.
- Always test one exported tree inside your target engine to confirm scale, shading, and wind behaviour.
Tip: Generate a few variations of the same preset and mix them in your scene so the forest doesn't look copy-pasted.
Tutorial
Watch a quick YouTube walkthrough for this tool.
Frequently Asked Questions
Tree presets, performance, and exports.
What formats can I export?
Currently GLB (glTF) and OBJ. GLB is recommended for most engines because it keeps mesh, materials, and textures together in one file.
Are the trees fully rigged?
Yes. The trunks and branches are skinned to a simple rig so the built-in wind animation works out of the box. You can also reuse the rig in your own DCC or engine if you prefer custom animation.
Can I change the PBR textures?
Yes. The generator uses standard PBR maps for trunk and foliage. You can swap textures in your engine or in a texturing app (Substance, Quixel, etc.) as long as you keep the same UV layout.
Is everything running locally in the browser?
Yes. Geometry generation, rigging, and preview all run locally in your browser. Models are not uploaded to a server.
How heavy should I make each tree?
It depends on your target platform, but a common range is a few thousand to tens of thousands of triangles per tree. You can generate multiple densities and keep lighter versions for distant LODs.
Save As
Name this custom preset.
Save
Overwrite the selected custom preset?
Save
Save current work before opening another preset?