How I model my plants (Blender)

I just finished the last plant for the prototype! :)) Here is a little tutorial how I made my plants (in Blender),


How I model plants

Step 1: collecting plenty of reference

This step is really important to get a solid grasp of the plant. I’m looking both for scientific illustrations (great clarity) & photos (greater details). Wikimedia Commons is a great resource here :)

All the references are collected in an online moodboard using Realtimeboard.


Step 2: making a single leaf & flower head (to copy&paste later)

To save work & get a better optimized UV, I use duplicates for all flower heads and leaves. They share the same space in the UV map. I scale & deform the duplicates to give the model a more organic look. When deforming “proportional editing” is really useful. With this you can bend leaves etc. really organically.

Also, when making the single parts I use Background images for reference.

Step 3: Making the stems using bezier curves

Using bezier curves for the stems makes it easy to get really smooth curves. Saves a lot of time & makes it easy to change how the stems are curved.


In the options of the curve I use a circle for “Bevel” and a path for “Taper”. The Bevel makes it so that the stems have thickness. I use a circle with the lowest quality setting (to have less vertices later). The path in Taper is used to make the stems thinner towards the end. I also set the bezier curve itself to a lower quality setting, again to reduce vertices count.

Before exporting the curves need to be converted to meshes. That is done with Alt+C.

(this bezier curve explanation is not super extensive. I recommend looking up a tutorial on that :))

Step 4: Assemble it all


Note that the polycount is more suitable for my kind of game, where there are only a little plants. For e.g. an open world game, you’d want it more lowpoly/ use planes with a transparent texture.

I hope you found this little tutorial useful! Please ask if you have anymore questions :)

Rick Hoppmann1 Comment