DESCRIPTION

You will get :

  • Meshes (Trees, Bushes, Grass, Roots, Rocks, Moss)
  • Master Materials (Foliage, Rock, Bark_VertexPaint, Terrain, Water, Moss_Fuzzy, Light_Beam)
  • Particles (Fog, Leaves)
  • Terrain tile textures (Ground, Mud, Rocks, Moss)
  • Unreal Engine 4.25+ Scenes (Assets Overview and Demo Scene)
  • Raw *fbx and *tga textures

Pack Includes:

  • Stylized Trees Pack
  • Douglas Firs Pack
  • Pine Pack
  • Barberry Bush Pack
  • Rocks Pack
  • Grass Field Pack [except Lavender and Reed plants]

Please watch - Video presentation - for more details.

Number of Unique Meshes: 98

Collision: (Yes, custom)

Vertex Count: max tree 38 335

LODs: (Yes, automatically generated in UE)

Number of Materials and Material Instances: 8 Masters and 47 Instances

Number of Textures: 96

Meshes -

Trees:

  • 5 Pines
  • 4 Birches
  • 10 Firs
  • 5 Roots

Bushes:

  • 4 simple bushes
  • 4 barberry bushes

Grass:

  • 4 Dandelion
  • 5 Ezepnik
  • 3 Fern
  • 3 Daisy
  • 4 Orange Flower
  • 5 Knotweed
  • 6 Plantain
  • 5 Reed
  • 2 Sagebush
  • 3 Shortgrass
  • 5 Yarrow
  • 5 Waterlily leaves
  • 1 Duckweed plane

Rocks:

  • 4 Small rocks
  • 4 Cliff
  • 2 Flat rocks
  • 3 Moss piles

Texture Resolutions

Tileable:

  • T_Plant Grass Duckweed _BCO/N/RHA - 2048x2048 *tga
  • T_Rock Surface Tile 01 _BC/N/RHA - 2048x2048 *tga
  • T_Rock Surface Tile 02 _BC/N/RHA - 4096x4096 *tga
  • T_Rock Surface Tile 03 _BC/N/RHA - 4096x4096 *tga
  • T_Tile Ground Dry _BC/N/RHA - 2048x2048 *tga
  • T_Tile Ground Flat _BC/N/RHA - 2048x2048 *tga
  • T_Tile Ground Rough _BC/N/H/RHA - 2048x2048 *tga
  • T_Tile Ground Small Rocks _BCO/N/H/RHA - 2048x2048 *tga
  • T_Tile Moss _BC/N/H/RHA - 2048x2048 *tga
  • T_Tree Bark Birch Black _BC/N/RHA - 2048x4096 *tga
  • T_Tree Bark Birch White _BC/N/RHA - 2048x4096 *tga
  • T_Tree Bark Fir Mature _BC/N/RHA - 2048x4096 *tga
  • T_Tree Bark Fir Young _BC/N/RHA - 2048x4096 *tga
  • T_Tree Bark Pine A _BC/N/RHA - 2048x4096 *tga
  • T_Tree Bark Pine B _BC/N/RHA - 2048x4096 *tga
  • T_Tree Bark Root _BC/N/RHA - 2048x2048 *tga

Unique:

  • T_Plant Tree Pine Needles _BCO/N/RTA - 2048x2048 *tga
  • T_Plant Tree Firs Needles _BCO/N/RTA - 2048x2048 *tga
  • T_Plant Tree Birch Leaves _BCO/N/RTA - 2048x2048 *tga
  • T_Bush Barberry _BCO/N/RTA - 2048x2048 *tga
  • T_Plant Grass Fern _BCO/N/RTA - 2048x2048 *tga
  • T_Plant Grass Field _BCO/N/RTA - 4096x4096 *tga
  • T_Plant Grass Yarrow _BCO/N/RTA - 2048x2048 *tga
  • T_Plant WaterLily _BCO/N/RTA - 2048x2048 *tga
  • T_Rock 01 _BC/N/Mask - 4096x4096 *tga
  • T_Rock 02 _BC/N/Mask - 4096x4096 *tga
  • T_Rock 03 _BC/N/Mask - 4096x4096 *tga
  • T_Tree Bark Patch _BCO/N/RHA - 1024x2048 *tga

Utility:

  • T_Base _BC/N/RTA - 64x64 *png
  • T_Base _BCO 256x256 *tga
  • T_Cloud 02 - 512x512 *jpg
  • T_LightBeam _Mask - 512x512 *tga
  • T_Noise 01 - 256x256 *tga
  • T_Rock Noise _Mask - 1024x1024 *tga

Texture's prefixes:

  • _BCO - BaseColor and Opacity (Opacity placed in alpha channel)
  • _N - Normal
  • _RTA - Roughness (Red-channel)+ Translucency or SSS (Green-channel) +AmbientOcclusion (Blue-channel)
  • _RHA - Roughness (Red-channel)+ Height or Displacement (Green-channel) +AmbientOcclusion (Blue-channel)
  • _Mask - Mask for BaseColor tint variations (may use it in custom shader for blending different colors with basic BaseColor)

How to connect textures:

Tileable textures:

  • T_ Tree_ Bark_ Root - Bark Tile for roots meshes
  • T_ Tree_ Bark_ Pine_ A - Bark tile for Pines trunks type 1
  • T_ Tree_ Bark_ Pine_ B - Bark tile for Pines trunks type 2
  • T_ Tree_ Bark_ Patch - Bark for patches between trunk and branches (you can use it with bark tile and opacity of Patch textures)
  • T_ Tree_ Bark_ Fir_ Young - Bark tile for firs type 1
  • T_ Tree_ Bark_ Fir_ Mature - Bark tile for firs type 2
  • T_ Tree_ Bark_ Birch_ White - Bark tile for birches type 1
  • T_ Tree_ Bark_ Birch_ Black - Bark tile for birches type 2
  • T_ Tile_ Moss - Moss tile for ground
  • T_ Tile_ Ground_ Small_ Rocks_ A - Ground dirt tile type 1
  • T_ Tile_ Ground_ Rough - Ground dirt tile type 2
  • T_ Tile_ Ground_ Flat - Ground dirt tile type 3
  • T_ Tile_ Ground_ Dry - Ground dirt tile type 4

Plants:

  • T_ Plant_ Tree_ Pine_ Needles
  • T_ Plant_ Tree_ Firs_ Needles
  • T_ Plant_ Tree_ Birch_ Leaves
  • T_ Plant_ WaterLily - atlas just for waterlily leaves
  • T_ Plant_ Grass_ Yarrow - atlas just for Yarrow plants
  • T_ Plant_ Grass_ Fern - atlas just for Fern plants
  • T_ Plant_ Grass_ Duckweed - atlas just for Duckweed planes (I used it on planes with vertex painting and removed some texture on the borders)
  • T_ Bush_ Barberry - atlas just for Barberry bushes plants
  • T_ Plant_ Grass_ Field - assign it on Dandelion, Ezepnik, Daisy, Flower_Orange, Knotweed, Plantain, Reed, Sagebush, Grass_Short

How textures work for ROCKS: The idea is to blend baked textures ( T_ Rock_ 01 ) and tile texture ( T_ Rock_ Surface_ Tile_ )

Change tile as you need to get the result. Also you can mix several tile textures using a special tile Mask ( T_ Rock_ Noises_ M ) or to tint cavities, dirt, grunge - use this mask T_ Rock_ M - this is baked mask for each rock (you can plug here dirt or moss also)

Rocks:

  • T_ Rock_ Surface_ Tile_ 01 - Rock surface tile type 1
  • T_ Rock_ Surface_ Tile_ 02 - Rock surface tile type 2
  • T_ Rock_ Surface_ Tile_ 03 - Rock surface tile type 3
  • T_ Rock_ Noises_ M - 3 tile Masks in each RGBchannel for rock shader (you can mix several Rock surfaces with this mask on one rock)

Baked Rocks:

  • T_ Rock_ 01 (assign on SM_ Rock_ Cliff_ 01, SM_ Rock_ Cliff_ 02, SM_ Rock_ Flat_ 01, SM_ Rock_ Flat_ 02, )
  • T_ Rock_ 02 (assign on SM_ Rock_ Cliff_ 03)
  • T_ Rock_ 03 (assign on SM_ Rock_ Cliff_ 04, SM_ Rock_ Small_ 01, SM_ Rock_ Small_ 02, SM_ Rock_ Small_ 03,SM_ Rock_ Small_ 04)

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psychohacktiveCommunity member
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I really dig it, definitely need it in my collection. Any chance you have a unity package already configured for the assets?
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Forest Pack Low-poly 3D model

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