So another update. Obviously missed the previous deadline, but the asset pack grew in the meantime quite a lot. Now sitting at 1489 models . Making low poly foliage was too fun, so I modeled quite a lot of it.
I’ve been trying to make the foliage “botanically correct”, or at least as close as low poly allows for (while taking some artistic freedom). And instead of going crazy with species, I decided to provide variation within species. Aside from extending ferns and ivies I did: nettles, dandelions, bluebells, foxgloves and wild garlic:
I did also a lot of mushrooms (83 ): Fly Agaric, Death Cap, Porcini, Shaggy Ink Cap, Girolle, Parasol Mushroom and couple of ‘generic mushrooms’.
I really liked how Girolles came out so I made this simple scene (in Unreal):
Next, trees. A lot of trees (154 models, incl. stumps, logs, branches). Still keeping to botanically correct ones and to what would make sense for a graveyard environment. I did pines, oaks, birches, and weeping willows only here.
Provided trees in different “growth stages”, from young to adult ones. The young ones are really hard to capture in low poly style. Took me quite a bit to wrap my head around those. Here is what I came up with:
The big ones, are really really big. I wasn’t consciously aware how big those trees can get. For example, here’s mature oak with a Manny to scale:
Some withered/creepy trees (I will most likely do a couple more of those):
And last, but not least stumps and logs:
It’s coming along nicely, and yesterday I build a scene out of it:
More here: Forgotten Graveyards - Low Poly Creepy Forest
As always everything works in Unity and Unreal. I’m 100% sure that I forgot about some stuff I did in last two months. Now that I’ve done around ~500 foliage models I’m thinking of releasing that as a separate asset pack before finishing the whole graveyard.