Hello,
With regards to the 'strange tree' on page 17 you are creating, are you aware of arbaro tree creation algorithm?
There is a free implementation in java at this url
http://arbaro.sourceforge.net/. Trees can be exported in .dxf format and polygon counts reduced/models textured in a subdivision modeller..
It is very powerful and would easily be able to create that type of forest, along with any others..
Also bryce 5.5 [2005] is now free, serial available by signing up..a lot of textures and completed flora for modelling with bryce are online, and polycounts can be reduced/billboarding created afterwards.
With regards to the work done so far, it is extremely realistic.
Perfect imperfection!
The aesthetic of a more dirty detailed imperfection is what's often missing in simulations of reality where people just throw more resolving power at it while retaining the same information quality they started out with.
Suprised the creators have not hired you, Zaro et al..in other open ended games like x3 terran conflict modders are hired routinely and development takes place very closely in consultation with modders, incorporating entire mods into new releases. Especially when graphics are one of the key complaints reviewers make..it would probably be worth delaying for a few months to integrate before releasing warband in terms of final sales figures.
Oh well, the only thing more fun than inventing the wheel is reinventing it.
Very nice work, looking forward to the alpha.
Yours,
i3