Perfection is about imperfection
The procedural dry tree I presented in the previous post looks too unnatural, like a bunch of sticks glued into each other.
One key feature is missing to achieve good looking procedural nature: imperfections, aka, noise.
Now the branches are distorted according to a noise function I created for the game.
I also applied the same concept in the tree's procedural texture:
To make wood texture look more like wood.
Next is to make the game generate leaves for the tree.
Game is around 9% complete and 20% ready for alpha release.