You will get:
-
241 Game Ready Spring Flower Assets [*fbx] (10 species)
- 2 texture atlases [*tga] (4096*4096)
- Unreal Engine scene setup 5.3+ with Foliage Master Material
- Maya and Blender scenes (simple materials)
10 species:
- BulbSprout
- Crocus (buds, flowers, foliage)
- Daffodil (flowers and foliage)
- Tulip simple and parrot (buds, flowers, foliage)
- Iris (buds, flowers, foliage)
- Snapdragon
- Lily of the valley (flowers and foliage)
- Forget-me-not
- Snowdrop (buds and flowers)
- Hepatica (flowers and foliage)
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Unreal Engine features:
- The assets use a classic foliage pipeline with LODs
- Combine and mix it to get more interesting meshes
- The wind is made by vertex painting in the Foliage shader.
Change Wind settings at Material Instance
Demo of vertex-painted wind animation and nanite overview
- Use BaseColor Tint, Contrast, Gradient for different flowers colors
- Adjust Normal intensity for stronger stylization
- All plants have SSS masks
- All plants have lightmaps
Number of Unique Meshes: 241
Polycount: Min 20 - Max 2751 triangles
Collision: (No)
LODs: (Yes, generated and custom for tulip and iris)
Number of LODs: (LOD0 - LOD1 - LOD2 - LOD3)
Texture Resolutions:
- T_Plant_Spring_Flower_Atlas 01- 4096x4096
- T_Plant_Spring_Flower_Atlas 02- 4096x4096
Textures are 4K by default. You can lower the resolution in the texture settings (LOD Bias)
UVs:
- channel 1: overlapping;
- channel 2: non-overlapping (for baking lightmaps)
Texture prefix:
- BCO - BaseColor (Opacity in Alpha-channel)
- BCO_Tint - desaturated BaseColor (Opacity in Alpha-channel) - use it for more precise color tints
- TintMask - Mask for painting flowers and stems separately
- RTAO - Roughness (R-channel) - Translucency (SSS) (G-channel) - Ambient Occlusion (B-channel)
- N - Normal map