Have you tried any of the real 3D trees from the WH and removing the leaves? Most of them are kind of basic (but therefore would also fit what the images show) and generally the leaves are the poorest part actually so without them they might look okay.
Is this being rendered? Is there any particular reason you want to do this w/ geometry vs. textures?
With pits and hairline cracks I can't see not using a texture. If it's being rendered a decent bump map will help you there. If you really want to get fancy or if you want to show some more depth from larger cracks and deformation then you're probably looking at more of a displacement map situation.
Proportion seems the same but the zoom appears to be different?
So is there a simple way to correct the zoom in VRfS for the same output?
Any ideas most appreciated?
Toolbars will affect the viewport. If one computer has a ton of toolbars and another only a few - the two will have different setups required.
I find some textures apply to the model and display as a colour. But some don't.
Are any of the textures TIFF by any chance?
[quote="AkaBear"I also find that I end up with multiple materials on a face sometimes and the only way to avoid this is to start with a blank and adulterated model if wishing to change materials.
Can you post a screenshot? I'm not sure what you mean by this.