Rocky Hills Environment Pack - Development Thread

Rocky Hills Environment Pack
Asset Store Link - pro

Description

High-quality environment art package for AAA games V 3.0. Little to no photo source material as most textures are made using Substance Designer or hand-painted. Assets are well optimized as 4k atlases make it light for GPU and memory while the prefabs contain 3 to 4 LOD levels. The vegetation contains and works with the third-party tools Custom tree importer (CTI) which is compatible with Advanced Foliage Shader. The custom tree importer shaders provide realistic-looking wind and foliage with minimum performance impact so there is a good possibility of use on lower-end platforms.

Compatibility

Standard version: The pack is compatible with most versions of Unity ranging from Unity 5.0 to Unity 2019 and higher as it contains only art assets. Supported download version starting from v 2017.1.0.

SRP version: This pack is compatible with Unity (SRP: URP + HDRP) 2020.1.3f1 or higher. Supported download version 2020.1.3f1 or higher.

• CTI HDRP fix - 05.13.2021
https://drive.google.com/file/d/1yeGjFDmQH4OPSd79w3YnXcrQN1c5FRwj/view?usp=sharing

• CTI URP fix - 05.14.2021: See the bottom of the post! ↓↓↓

Main pipeline Standard

The main pipeline used is the Standard Shader, Metalness workflow with merged maps and supports instantiating: (Metalic Shader: Albedo (RGB) // Metalic (R) Ambient Occlusion (G) Smoothness (A) // Normal (RGB)).

Main pipeline Standard SRP

The main pipeline used is the "Universal Render Pipeline" containing one HDRP conversion package inside. Switching to the High definition render pipeline is relatively easy and works almost out of the box.

CTI shaders

Work within the Standard Pipeline and within the Universal Render Pipeline/ High Definition Pipeline. Each pipeline has its own run time components.have custom shaders workflow with merged maps and supports instantiating: (CTI/LOD Bark Shader: Albedo (RGB) Smoothness (A) // Normal (GA) Specular (R) Ambient Occlusion (B)); (CTI/LOD Leaves Shader: Albedo (RGB) Smoothness (A) // Normal (GA) Specular (B) // Ambient Occlusion (G) Translucency (B) Smoothness (A)).

Features and version updates:

• Features

• PBR materials and 4k texture atlases, light for GPU and memory
• Unique cliff meshes with 4 LOD levels
• Modular boulders with 4 LOD levels
• 1019 prefabs total (optimized meshes, merge prefabs, and more)
• 561 models
• A variety of ground tiles for summer, fall, and winter
• Unique wood texture tiles
• Unique 4k tree bark texture with roots
• 20 particles
• 14 Amplify shaders + 1 edited and improved terrain grass shader
• Editable amplify shaders:
- Detailed Map Coverage Snow (detailed map + customizable animated sparkles, supports tessellation)
- Detailed Map Coverage Moss (detailed map + dry and healthy color, supports tessellation)
- Snow Foliage (simple shader for snow covered plants)
- Simple Snow Triplanar
- Ice shader
- Running water shader
- Custom Standard (Tessellation)
• Mesh and ground splats including snow
• Summer, fall, and winter seasons for all assets
• 146 trees and 156 bushes
• High-quality grass models with variations and wind including "terrain versions"
• All trees and plants have realistic wind and shading
• 4 Example scenes
• 4 Example scenes URP
• 2 Example scenes HDRP

• Updates and improvements from the previous version

• Improved textures (less blurry textures)
• Updated models
• Improved billboards
• Better integration with the terrain engine
• Better playable example scenes
• High-performance grass mesh. Improved grass mesh with different shaders types: grass, weed, bushes, and flowers.

• Interactable HDRP demo scene with UI.

Current Stage (c_urrent_) v3.0

This package is currently being updated and improved further!!

Old Stage (outdated)
Posts underneath are like taking a trip with the time machine!

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Very Early stages

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Models

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Later screenshots

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More updates to come!

7687306--961489--RHE-2021_Shaders fix_URP.unitypackage (191 KB)

10 Likes

hello , looks good !
i dont know what sculpting software u use but i think your rocks look kind of blobby.
what u could do is create individual sharp rocks( with planar cut(this is in zbrush)) and merge them together into one mesh. then go into xnormal and bake the mesh.
anyway looks good allready but could use that bit of extra ;)


Thanks for the suggestion but I was actually intended it to be that way. Next time I'll make a new pack I'll try it out.

As updates, the mobile level is coming along very nice and it looks divers and vast even with the limited model variation. Just a peek on it...

2 Likes

Update!

Screenshots of vegetation props:





Coming up next, rocks and cliffs.

3 Likes

Early version of a cliff model. Still not finished yet.

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1 Like

like everything about it :)


Thank you very much, Forge!

Model Update!

4e426af20a2c4da18d931b516ae44d78


Tangent space normal map seams problem [Fixed]

http://forum.unity3d.com/threads/tangent-space-normal-map-seams-problem-fixed.384063/

"So I made a cave, UVed it, painted the texture and even baked the normals. I fixed the seams and I even repainted the normal map so it's seamless but the shading where the seams are turn out wrong. I tried everything out there but nothing works! Object space normals work fine so it has something to do with the tangent space normal. http://wiki.polycount.com/wiki/Normal_Map_Technical_Details I tired using the software in the link to convert the object space to a tangent space normal, no seams but the shading is wrong so I need the traditional tangled normal to work. Anybody have a idea?"

Problem fixed!


1 Like

Full cave model update.

2173b5ebf4db4ce19943fa938b4edbd7

1 Like

the rocks looks nice, look forward to see more.

[quote=“florianalexandru05”, post:3, topic: 613812]

Thanks for the suggestion but I was actually intended it to be that way. Next time I’ll make a new pack I’ll try it out.
[/quote]

You intended for the rocks to look less appealing, less realistic by making them look “blobby”? Okay, well suit yourself I suppose. I would take the critiques and rework the pack to make more natural looking rock assets, just my opinion though.


Realism wasn't something I was aiming for from the start since this was going to be made for a semi realistic/cartoon style fantasy game. Natural rock aren't all sharp and square, nature makes all sorts of forms depending on the geological conditions, location and type of rocks.

I was aiming for something more like that:




What you see in the screenshots are actually the old versions of them and I have to admit after getting the same criticism again I can see they aren't really too appealing and since I lost some of the models, I am planning to rework them anyway. As an artist I always took criticism but I left some of my artistic freedom guide my results so if you like it or not is up to you!

Thank you for the suggestion again, I'm actually going to to try it out. The cave model you see in sketchfab will remain the way it is so I'll try to getting some slightly rounder shaped rocks at places. What I care about the most is that the models match!

2 Likes

This work is gorgeous! I love grass and rock.

I want to use them in my game:) Can't wait for it to be on the asset store.

Great work.

[quote=“witchscroll”, post:9, topic: 613812]
the rocks looks nice, look forward to see more.
[/quote]

Thanks you! : )

[quote=“protopop”, post:12, topic: 613812]
This work is gorgeous! I love grass and rock.

I want to use them in my game:) Can’t wait for it to be on the asset store.

Great work.
[/quote]

Thank you very much, sir! What you see in the screenshots are old and the up to date terrain looks alot better but I lost some of the models so I’ll have to remake them. I’m going to try putting some more quality in to them but I’ll also include the mobile version, a playable level and even a couple of environmental shaders. I’m a bit indecisive about the price though.

2 Likes

Very good job.
I will buy this one too.

[quote=“florianalexandru05”, post:13, topic: 613812]
Thanks you! : )

Thank you very much, sir! What you see in the screenshots are old and the up to date terrain looks alot better but I lost some of the models so I’ll have to remake them. I’m going to try putting some more quality in to them but I’ll also include the mobile version, a playable level and even a couple of environmental shaders. I’m a bit indecisive about the price though.
[/quote]
I know the huge ones like Manufactura are around 70$ - if you have about 1/3rd or 1/2 that you could price yours accordingly. Just use your judgement. You can always price it on the higher side of whatever your estimate is and if its too high or theres no sales you can adjust it down - its easier to adjust down than up. I know as long as what i buy comes in useful its not so much the price as it is the quality.

[quote=“zugsoft”, post:14, topic: 613812]
Very good job.
I will buy this one too.
[/quote]

Thanks you very much for your support. I was away for Valentines, was it any fun?

[quote=“protopop”, post:15, topic: 613812]
I know the huge ones like Manufactura are around 70$ - if you have about 1/3rd or 1/2 that you could price yours accordingly. Just use your judgement. You can always price it on the higher side of whatever your estimate is and if its too high or theres no sales you can adjust it down - its easier to adjust down than up. I know as long as what i buy comes in useful its not so much the price as it is the quality.
[/quote]

That’s very helpful. I’ll try to keep the price reasonable. Thank you :slight_smile:

Update! Cliff v2

I know it's not the best lighting choice which makes it look a bit artificial but it's fine for showing of the normals.

I would also like to mention that the first version of the cliff is downloadable for free on sketchfab.

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2 Likes

Update! Boulder

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2 Likes

New screenshots of the current version of the pack with remeshed model topology, normal maps and AO.


3 Likes

Update! Cliff 2

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2 Likes