
If you are not going to use static lighting on your model, you can skip this step otherwise, this step is essential. SpeedTree will automatically create a set of unwrapped UV texture coordinates for the model suitable for use with UE4's lightmass. If you are going to use static lighting in your scene, you will need to set up lightmapping uv coordinates.

These can serve as the lowest LOD should you desire it. MyTree_Atlas_Billboards.tga, MyTree_Atlas_Billboards_Normal.tga - This is a billboard atlas that consists of 360 degree normal mapped images of your model. MyTree_Atlas.tga, MyTree_Atlas_Normal.tga - This is the texture atlas created from all of the untiled texture maps on your model and its associated normal map. MyTree.srt - This is an optimized version of the model and the file you will import into UE4. It is the file you will open in the Modeler to make changes. MyTree.spm - This is the SpeedTree model you are editing. For example, if you were editing a model called "MyTree", these files are: When you save a model, several files are created. Do not forget, it is often easier to edit an existing model than it is to start from scratch.

If you are new to SpeedTree, you might want to start here or have a look at some of our introductory videos. Get started by creating your model at the highest level of detail using standard SpeedTree modeling. The following sections detail everything you can do with SpeedTree that can benefit you inside of UE4. Creating a model for use with UE4 can be as simple or as complex as your project requires.
