With the Strokes Drawn and connected, you could change to Object Mode, convert the Strokes to

a Path, select Lines in the Outliner Editor and adjust the Geometry Bevel. Finally , convert the

Path to a Mesh to generate the Mesh Model.

Important: In demonstrating how to position Strokes in the 3D View such that they appear to be

joined at the appropriate juncture, all the Strokes have been constructed with identical properties.

The main Tree Trunk and all Branches have been Drawn using the Curve Tool from the Tool

Panel with the same Radius, Strength, Thickness, Profile etc. In practice you would use different

settings for different Strokes to produce a more realistic effect. Even so, all Strokes have been

Drawn in the same Canvas in the same Layer, therefore, when converted to a Path and having

Geometry applied, they would all have identical Geometry.

For realism you will probably want different Strokes with different Geometries. To achieve this you

require different Strokes to be different Objects when you change from Draw Mode to Object

Mode. Unless separated, Strokes Drawn are treated as a single Object and when converted to a

Path, produce one Path and when Geometry is applied everything has the same Geometry.

To create separate Strokes you have to Draw in different Canvases.

The default 2D Viewport Editor has one Canvas. You see this named Stroke in the Outliner

Editor. This Canvas has two Layers, one named Lines the other named Fills. Even though

Strokes are Drawn in different Layers they are treated as one Object.

To demonstrate a procedure for Drawing Strokes as separate Objects conduct the following,

paying particular attention to what is taking place in the Outliner Editor.

In the default View in the default 2D Viewport Editor,

Draw a Stroke taking into consideration that when

converting the Stroke to a Path and applying

Geometry, the Geometry is governed by the shape of

the Curve (Tapered Curve = Tapered Geometry).

Figure 18.22

In Figure 18.21 foliage (leaves) have been added in the 2D

Viewport Editor before conversions using a Textured Brush

Stroke. This does not convert to a Mesh Object and is

shown here for demonstration only. This section has primarily

been concerned with positioning and connecting Strokes which

is an essential technique when creating 3D Models in the

Grease Pencil.

Generating Foliage, which includes Trees, for 3D Models is

reasonably complex and is best achieved by using an Addon

specifically designed for the purpose. One Addon included in

Blender is the Sapling Tree Generator Addon found in the

User Preferences Editor. More on this later.

Figure 18.21

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