LAYERED PBR ROCKS SET for UNITY

„LAYERED PBR ROCKS SET” is a collection of 13 model pieces designed to be used as a complex rock formation. The example scene is included. All models contain LOD, collision, and are ready to be used for desktop and mobile games. The advanced material allows for quick adjustments to colors, tones, and achieving the desired visual effect without changing textures.

  • 13 uniqe meshes with LOOD & collision
  • URP & HDRP shader (graph shader – easy to customise)
  • 2x 2048 size cover textures sets (grass & sand; each set includes albedo, roughness in alpha channel & normal map)
  • 3x 2048 size layers’ rocks textures sets (each set includes albedo, roughness in alpha channel & normal map)
  • 1x 4096 size layers mask
  • 1x 4096 size overlay colour texture
  • 1×4096 size general normal map

Easy and instant apperances changing in Unity editor


Workflow

This section introduces a part of the process of making the assets and provides some more technical presentations.

high poly sculpture

Initially, the high-poly sculpture in ZBrush was created based on gathered references for the limestone type of rocks.

decimation and Topology

When we are satisfied with the high poly we can start preparing final mesh wich will represent LOD_0. AT this stage, high poly is remeshed and decimated. If required, the mesh is further manually retopolgised in some are and fixed. Final mesh is well optimised and ready for UV unwrapping.

UV mapping

All rocks set has UV’s mapped on one texture atlas for better performance and simplicity.

layers mask & overlay map

For the layered material, we need three masks stored in RGB channels. Each channel will represent its texture layer in the material setup later on in Unity.

For even better result we adding some colour variation by create overlay texture in Substance Painter.

In this part of the process, we also include baking a general normal map and ambient occlusion using our sculpted meshes.

Textures set

The custom-made layered material requires four tileable sets of textures, with including one for the top cover (e.g., snow, moss, sand). They are made in Substance Designer.