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Vegetation BudgetsGrass
Polycount: 300
Texture: 512*512
Proxy: only for bending or very dense objects where you can hide in
Ids: 2 (grass, grass proxy only if needed)
Bushes
Polycount: 300 - 600
Texture: 1024*1024 includes leaves and branches (diffuse, spec, normal, opacity). Use same for trees if you can.
Proxy: two are needed, one for leaf collision(bigger), one for AI cover(smaller)
Ids: 3 (leaf, leaf proxy, AI proxy)
Small Trees
Polycount: 600 - 1000
Texture: two 1024*1024 one for leaves and branches (diffuse, spec, normal, opacity), one for trunk (diffuse, spec, normal)
Proxy: two for the canopy, one for leaf collision(bigger), one for AI(smaller). The trunk needs to be physikalized itself for breaking.
Ids: 4 (trunk, leaf, leaf proxy, AI proxy)
Big Trees
Polycount:1000 - 2000 (for very unique trees you can go up to 5000)
Texture: two 1024*1024 one for leaves and branches (diffuse, spec, normal, opacity), one for trunk (diffuse, spec, normal)
Proxy: one for the canopy. The trunk needs to be physikalized itself for breaking.
If the trunk can not break, add one more proxy and do not physikalize the trunk render geometry.
Ids: 4 - 5 (trunk, leaf, leaf proxy, trunk proxy, AI proxy)
and this for the bending using vertex colours:
http://wiki.crymod.com/index.php/AssetCreation_DetailBending