There’s three different groups of foliage in games; trees, bushes, and ground foliage (grass etc).
Bark and leaves are separate materials and objects. Use SpeedTree to make clusters from the leaves and branches. Those clusters you can then use to make the final tree in a different SpeedTree file.
Alex Patel has a nice process on his Artstation https://www.artstation.com/artwork/58dPBz where he shows how he photographed the leaves and branches and then used Houdini for placement.
We can take this process and adjust it for our own needs. We’ll need a light tent, they are pretty cheap on Amazon or we can build one ourselves. Then we capture the foliage assets in multiple lighting angles. Then we generate a normal map using Substance’s Multi-Angle to Normal node https://substance3d.adobe.com/documentation/sddoc/multi-angle-to-normal-159451093.html https://substance3d.adobe.com/tutorials/courses/Art-by-Rens-Substance-3D-Designer-Scan-Processing
From there we can make a height map and all the other things flow from there.
https://youtu.be/7YGd3bcO_Ys Grzegorz Baran has a much more detailed tutorial on it, and more besides. https://www.artstation.com/gbaran/albums/653352
See also: https://youtu.be/gPBqrlUL1G8 Environment PBR Texture Creation using Photogrammetry - Tree Bark