so I learned to use the assets I made in speed tree itself. and a new type of tree, one of the more thicker versions. this is what 600 polys does on a broadleaf gum tree

amazing really. if it doesn't work for ac maybe it will for unreal

. with using bigger area covering leaf cards, I reckon I could reduce it to below 400... learned a lot about trees by just studying their branches and leaves. where the branches start. the profile of shape. quite easy when you dissect it, and having a generic style multiplied per type lends itself to standardize art style required for virtual world over the whole range of trees.
next will be a pine tree , the pine has a more layered effect to the branches. very often drooping down when full grown and leaved (needles). so with individual branches drooping down i can uv map from above and not the side..and capture that layering the tree character has.. cant wait to do them in 3d. also have some great idea for doing that roof top effect some roads have where they have carved a tunnel out....