Alien Foliage Mesh Optimization

In my game I have these purple shingle-like “mushroom” plants that stick to the sides of trees and cliffs

These are made out of multiples of a simple pentagonal mesh, however, the amount of overdraw these cause + the number of polys required for a cluster of them like this is simply too much, especially considering half of these polygons are not visible.

I’m looking for ideas or techniques on how I can re-model these assets so they are lower poly, lower instances, and ideally reduce overdraw. Changing the design is also allowable, as long as the vibe is generally the same.

These are loosely inspired by mushrooms like this.

Appreciate any ideas, thanks!

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You can use decals to achieve the same result, just like leaves you can make them look pretty good just using decals