I’m sure it will look great as they’re highly realistic!
This asset pack is absolutely amazing! I’m surprised that you even gave it out for free! I was messing around with it and made this, Hope you like it!
That’s great, I love the water puddles and the depth of field. The new pack I’m making will just be those realistic ones, not the ones that look like they’re going to die.
It says that the item isn’t for sale why?
I’m currently updating it, it will be back in less than an hour.
What is the source of these assets? Did you make them yourself?
I have updated the pack, it now has only the high quality green stuff:
- I have also added transparency maps to all the models, here is an example:
The assets are from Poly Haven.
Cool, just wanted to confirm their license was permissive - they all seem to be CC0.
What is the resolution of the textures for these assets? if you’re leaving them at 1024px that is very bad practice, you should be downscaling these to at least 512, or 256 for best performance, and you can probably go as low as 128 for the metadata maps for roughness, normal, etc. in many (not all) cases.
GOOD MORNIN VIETNAAAAAAAAAAAMMMMMMMMMMM
good pack
These are at 2048 by 2048, I would also disagree with this statement, most articles online state that performance in video games is affected most by lighting (Shadows, Lights, Ray Tracing, Reflections, Ambient Occultation, and Global Illumination) and object geometry which I have optimized to the point where if I lowered it anymore, it would begin to actually loose detail. Also, you could probably run these things with 100+ meshes in a game and it would still run on a toaster. Texture resolution really does not make much of a difference with performance and for the loss of quality between 2048 and 1024 is really not worth it unless you are playing on an iPhone from 2013.
Example of quality loss:
(Sorry I took so long to reply lol)
Most phones that young people use these days to play Roblox have only 4 GB of RAM, some 6 GB and fewer over. Over 70% of Roblox plays on mobile. 512 is very acceptable quality in your example image given these statistics. With normal, roughness, and metallic maps you can sometimes get away with going even lower than 256, but due to SurfaceAppearance compression I’m unsure if it makes a large difference; nevertheless it is probably still good practice. If you are not optimizing your textures in this manner, you are burning a tremendous amount of memory on mobile devices for just textures alone.
Has anyone used this is their game yet? I’m planning to use it in mine but I fear the high-def texture and detailed models may cause tremendous lag.
Just use them sparingly, I tried them in a few games on mobile and they seemed to work fine. Just set the render fidelity to automatic and only use precise collisions when you really need to need to. Also, I would also recommend using streaming with these if you have a very large map.
Best pack ever made. So cool! Can you make a Fall version?
Maybe with the ferns, I can’t really see anything else in fall colors.
Actually that was really easy. I just put the color map into photoshop and changed the hue:
Here is the asset id, if you want the fall version, go to the surface appearance in the fern mesh and change the color map to this image: rbxassetid://14046388333
Can’t. I need to use a large amount in a concentrated area. But other than that, thanks for the suggestion!
Nice! The design is A+! Looks very clean