I have released my first asset pack for unity and it is now live in the asset store.
Straight to the facts, the pack contains foliage meshes with texture and materials and rock meshes with texture, materials, lods and collision.
The pack is here:
And here screens and info:
Here is a short video showing what it looks like running in game, with added sheepnoise andeverything.
About the rocks.
All rocks share one single UV map so they should all use the same material and texture. I have included Diffuse, normal, specular and height maps. The textures have alpha channels so they give specular to built in shaders and glossiness to marmoset shaders out the box. I Don’t use the heightmaps in the screenshots, but my workflow yields correct heightmap so I included them in case you want to use tesselation. Every lod strips 50% of the polycount until the last one that is somewhere around or below 100 triangles. The rocks also have prefabs without lods for your convenience if you are using unity free. I have built very optimized collision for them, but kept it high enough in detail for an fps. I have made convex mesh collision for the complex shapes, to keep it dynamic, the simple shapes and small rocks are primitive colliders stacked together. Also, one of the rocks is a snail fossil for some reason.
This is an overview snapped in maya:
About the foliage.
The foliage consists of different geometries that share one single 2048 texture map. In this pack, they are designed to work with the softocclusion shaders for the ambient occlusion and softer lighting. While the shader only supports diffuse texture with alpha, I have included normal map and specular map so you can benefit from more advanced rendering if you want. IMO it is currently a trade off, the softocclusion shader gives a less detailed but fuller and more dense look, while other shaders might look more detailed but does not give the illusion of volume and might reveal that the geometry is simple alpha planes. The softocclusion shader also waves in the wind, which is beyond pretty. Smaller scenes might benefit from more detailed shaders.
While the foliage is somewhat polygon heavy, it is very billboard friendly so you can set the billboard distance very close and slab your terrain with hundreds of thousands of instances and still have incredible performance.
This is a snapshot from Maya with wires on the geometry:
And finally.
This is my first ever asset package for sale, so get back to me on anything at all, the assets, the textures, the pricetag, how I present them, my spelling. Whatever. Originally I designed them for cryengine but I am happy to find a way to make more use of things that I have spent countless hours creating.
In my portfolio I have the assets rendered in there, so you can see what I used a bit for visual target, while I am a bit handicapped when it comes to shaders in unity I still think I got some key points through.
http://fr3drik.com/sites/enviroStudy/
I hope you find it interesting in any way. Thank you for taking the time, and have a good day.