I made this tree last night, and started working on extending the collision testing system (which currently only tests for collisions against the terrain).
I do UV mapping in 3D Coat. You might notice that I didn’t map one of the branches at the top left properly.

~3000 triangle tree mesh. This mesh is a bit wasteful, and 1000 triangles would probably be enough to represent this tree. Time permitting, some retopology is in order.
Clearly, I can’t afford to test every collidable object for collision against 3000+ triangles in every tree. So I bound the tree by a sphere or rectangular prism, register that sphere/box into the collision grid, and test for collision against that first.

~80 triangle tree collision mesh. I can reduce this further to maybe 20-30 triangles, if there's time or if it's necessary.
If an object collided with the tree’s box (shown in orange in the picture above), then I test against a lower resolution triangle mesh. The one shown has more triangles than I’d like. This mesh was just automatically generated by my 3D software’s “optimize” tool. When I have time, I’ll reduce this mesh by hand. The roots of the tree for example, will almost always be 90% underground, so testing against many triangles for the tree roots is unnecessary.

Incredible posting, I truly wait for up-dates of your stuff.