sorry to be the salt to your pinch, this
really is not such a great way to make a tree

I kinda blame tsugumo and st0ven for the broccoli-ball-tree plague (and it's sister-strain, the nonsensical blue ambient), but mostly I blame the games that they were referencing. the 90's was all about how to make the most appealing graphics as fast as possible, which includes a lot of practically "medieval copy-book" type constructions.
Just in an effort to try and dispell this a bit -
1 - few trees branch well above the halfway point. most branch a third or even a quarter from the ground, and some conifers even lower than that.
2 - most major tree branches seldom, if ever, point inwards, due to the need to collect sunlight. gravity and such can alter this, but generally, the branches go up and out. They then form many nets to catch the sunlight, not balls, for the same reason that the tree itself is not a ball, but a giant net - balls cast shade onto most of their leaves.
3 - few trees branch from a single point, with many large branches. most trees split into only two or three parts at a time. Most deciduous trees also do not continue to have a large trunk - branching is the whole kit and kaboodle. every split divides the branch into two or three parts, which serves to divide the major shape of the tree. round trees tend to branch in roughly equal ratios between branches, while more interesting trees give more energy to one of the new branches.
are there exeptions to these ideas? of course. many shrubs are thick-bodied, keeping themselves in shade, and many trees branch high, particularly in regions where climbing animals exist (the trees which are harder to climb tend to survive better because their fruit develops with less interruption). However, this still doesn't mean that all trees should be broccoli

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