In case you did not catch my Isengard WIP, you can check it out here. It may not be the most obvious thing to catch, but the camera is at treetop level. I want it to be down at eye level. For that, I will need more detailed trees than a bunch of alpha planes for the viewer to be looking through. I have tried at various times to develop a process to make trees that are more fitting for a fantasy scene than what I have been able to find on the various market places. This is the result of my latest attempt so far.
I wanted the process to be as procedural as possible. It's not there yet, but it looks kind of like this:
I created the basic shape of the tree by extruding vertexes, adding a skin modifier, sub-div, remesh, and adaptive sub-div. The trunk material is using actual displacement with bump mapping on top. I apply all of these, weight paint the branches, and use particles for the smaller branches with leaves.
Update
See the whole process here!