Website powered by

Baroque Garden Assets

Set of the most important assets from my current project with a little breakdown. Leaves were mostly hand placed, I couldn't get it looking as I wished in any software so I just decided to take my time and do it myself. First iteration consisted mostly from the larger atlases, it looked decent from the distance but close ups definitely showed that there's still work to do. It's a VR project, so performance is really important for me. Fortunately early test showed that I'm going to have larger problems with triangles than overdrawing, so I decided to give each leaf maximum of 4 vertices, for the grass and needles I managed to pack each patch into one triangle. I'm really happy from the result right now, but there's still some room for optimization.

Materials were done in Substance Designer, and textures of leaves came from Substance Source.

Trimsheet used for all the elevations outside

Trimsheet used for all the elevations outside

I tried to pack as much things into one triangle as I could.

I tried to pack as much things into one triangle as I could.

Each leaf is made from 2 triangles (4 verticles)

Each leaf is made from 2 triangles (4 verticles)

Trunk is culled from the distance

Trunk is culled from the distance

Each leaf is made from 2 triangles (4 verticles)

Each leaf is made from 2 triangles (4 verticles)

Trunk is being culled two meters from the camera

Trunk is being culled two meters from the camera

Grey part is a mesh placement on the texture

Grey part is a mesh placement on the texture