Everything Ivy + Hanging Plants Volumes

We wish you all a Merry Christmas and a Happy New year, stay safe and enjoy.

Submitted for approval Gen05 Majestic Oak01.

These are very Mature Oak trees, grown for maximum effectiveness, not scaled.

Approved and available HERE

Another submission today, waiting approval.

Gen05 Pine Trees01

Approved and available HERE

These are mature Pine Trees using multiple seeding to prevent duplication.

Our next planned release will be Gen05FirTrees01.

Will keep you posted on the release date on FAB, for both Unreal and Unity versions.

Release has taken place for Editor version 5.0 and is available here. Other editor versions are now added (5.3 and 5.4).

Another release, awaiting final approval.

Gen05 Small European Trees01

Already Approved and Available Here, Editor versions 5.3 and 5.4 added today awaiting approval.

The pack comes with 3 Branch Materials, Summer/Spring, Autumn and Winter.

Colliders, Lightmaps all generated and the pack comes with LOD’s LOD0-LOD4, including a Billboard for each mesh.

1.5k to 2.5k Tris range offers quality at a budget.

Another release today for approval.

Gen05GroundCover01

Now available Here.

A collection of 23 meshes that are low poly, great for terrain painting with low overheads. 7 Materials to play with and you can use your own materials/textures to add even more variety.

  • 23 Low poly ground cover plants, perfect for terrain painting to fill all those spaces between grass and trees.

  • 17 @ 20-36 Tris, 6 @ 515-1342 Tris.

  • 7 Materials

  • 29 Textures including Diffuse/Albedo, AO, Height, Normal and Metallic.

  • 512x512, 1024x1024

Another release today.

Now available here. More editor versions to follow shortly.

No less than 60 low poly ground meshes suitable for terrain painting out of the box.

All meshes are Unique with no duplications, due to our Gen05 Workflow.

  • 6 Broadleaf Plants @ 192 - 256 tris
  • 7 Curly Spine Plants @ 128 - 256 tris
  • 9 Dry Bushes @ 160 - 320 tris
  • 6 European Bushes @ 160 - 256 tris
  • 18 Fern Bushes @ 160 - 224 tris
  • 8 Green Leafed Bushes @ 198 - 224 tris
  • 6 Small Bushes @ 192 - 288 tris

A Total of 60 Unique Models for you to mix and match across your terrains, all at very low costs.

Textures are all 1024x1024.

Collisions and Lightmaps all generated.

We are currently working on 3 projects, two of which are destined for many Engines, including Unity and Unreal, along with Generic Packs for other Editors.

For Unreal:
Creation of Mesh Painting layers for our Meshes, so overlays such as Moss/Snow can be applied to give greater scene transitioning and blending. We had hoped to do the same for our Unity packs, but mesh painting is no longer available since the inclusion of the Rendering Pipelines, made PolyBrush invalid as a tool.

For Unreal & Unity + Generic Packs:
Shoreline, or Forest brash. Fallen Leaves like Palms, Ferns etc, that can be strewn around on a forest/jungle/shoreline that adds to the natural look.

For Unreal & Unity + Generic Packs:
A Flora Series of packs for a future Dystopian Cityscape. In areas where the few still live in a made up lifescape. Flora that is made from Metal, Glass and Plastics replacing the now extinct natural Tree, Bush and Plants.

We will be posting some screenshots prior to launch.

Here is an example in Unreal, where we created 3 components, that will give the purchasers of our Tree/Bush packs greater artistic range, by adding overlays like Moss or Snow to our packs.

Obviously, snow can be added to a Landscape using Blended Materials, controlled by a Heightmap Lerp, and or by Painting the layer. We intend to provide that Master and Instance Materials for that function.

In addition, we have added a Material that allows for Vertex Painting on the Foliage.

The problem exists with using both the Foliage painting and Landscape materials, is contrast. For some reason, the textures, although identical, is treated differently by the various shaders, which can only be controlled globally (unless someone knows different). Adding a Contrast control node, did little to actually improve the saturation and colour of the channels and match the outputs of the different materials (Landscape and Model Materials), without introducing a lot of complexity, that each setting would be bespoke to each set of textures it was being used for.

So we added another component to overcome that. A domed mesh that is UV mapped to accept the same Vertex Painting Material as the ones used on the Foliage. This also isolates the area to the foliage, so a greater range can be deployed without taking up a layer on the landscape, that is only being used locally.
The Domed Mesh can be scaled for area coverage, but also in height, to accentuate the height of the displacement, without reaching the point of distortion and artefacts.

Unreal has its own ideocracies, in that, turning on Displacement, is not yet a flick of a switch. We have to initialise by adding code to the ini file of each project. Something we will include instructions on how to do, with each pack. However, nothing in life is that simple. By using Tessellation and Nanites, can cause the meshes to be torn apart and distortions can grow exponentially without any real gains. They work better on single sided flat planes, rather than hollow tubes and meshes with multiple sides with corners to navigate. Our ongoing experiments will include using different mesh generation from the various programmes we have at our disposal, to see if some workflows are better than others at controlling these defects.

Whilst this has all been achieved in Unreal, Unity will not have these offered at this time, due to there being no Vertex Painting function that works with the new Pipelines, since Polybrush has not been updated and no longer functions.

Whilst there are probably Shader creators that can make this work, we as a studio cannot use them in our projects, as we sell them in our asset packs, and this breaks the EULA.

The only issue now, is to advise users on how to edit their DefaultEngine.ini file to enable Nanites and Tessellation… even after you check all of the boxes in the Project Settings, and in the shaders etc etc etc… Not a task for the faint of heart.

The DefaultEngine.ini file changes its layout, entries and content with each editor version. It is about time Epic stopped treating Unreal like its a DOS programme and initialise these features properly from within the editor. After all, a couple of years ago, they launched nanites, alongside the Megascans, showing us how that all works flawlessly alongside the new shiny lumen. Come on Epic, get it together.

Would also be nice, if you supported Editor versions past a couple of branch iterations… I’m having to upgrade my storage again, in just 2 years.

4.27.2
5.0.3
5.3.2
5.4.4
5.5.3

How about a LTS (Long Term Supported) versions? Not all projects are 5 minute wonders.

A Recent Submission:

Gen05MetalPlasticGlassFlora01

Generated in Editor 5.4 and will appear in 5.5 version soon.

Is a collection of Metal, Plastic and Glass Flora. Mankind, had completely devastated the Planet killing off all living things except himself… No Trees left, No Grass, No Bushes, No Ferns… Is was too late to use the Seed Stores around the planet… so Industry made the next best thing to bring some joy and normality into Human Life Styles, by making Flora from Metal, Plastic and Glass.

Here are a selection from the scene, that show the use of Nanites, Tessellation and Bloom settings.






With a large array of Trees (Popsicle, Self Illuminated Christmas, Candy Floss, Utility, Palm and Copper Trees), Bushes (Spearhead), Crystal Clusters, Ferns (Steel Bladed, Steel/Aluminium), and Flowers along with the supplied Tree Security Holders, Decorative Tubs and Cubic Planters, creates a good foundation for your Futuristic Cityscape.

Optimised for good performance.

Approved for 5.4, awaiting approval for 5.5.

If earlier versions are requested, we will do our best to add those.

You can get the product here

Both versions are now available.

I grabbed some screenshots, when I was looking at a particular Project, that I was looking to see just how optimised my assets are. Looking at the most intense of assets, Everything Ivy - Primitives.

The system that the screenshots were taken on, I built some 12 years ago on a tight budget.




Grabbed off a 4K Monitor. Doubtful anyone would have all of the meshes in the pack, onscreen at the sametime, I was pleased with the optimisation and performance of the Asset pack.