Tactu Lightning - Desert Castle and Environment

There are only .glb and .png assets included.

  • UV seams were placed by hand

  • Textures were made in layers by hand, then baked, to ensure maximum quality and performance

  • Topology was made by hand, except for the rocks were I used collapse-decimate retopology

  • Absolutely ZERO generative AI (or any AI at all) was used for any of these assets

  • There are 22 unique meshes in total

Desert Castle

  • There are 16 castle pieces in total (16 unique meshes).

Materials

  • They all have at least 4K textures, with a few having 8K since they are large. There are 2K texture maps already provided along-side the 4K ones if you desire a medium level of quality (for many of the assets 4K is anyways overkill).

  • There are usually about 4 texture maps (metallic, albedo, roughness and normal), though larger assets also include an Ambient Occlusion map. Some assets might have three, since they may not need metallic maps. For those assets there is also a roughness map provided with little-to-no variation, which you can remove without much loss in quality

Geometry

  • The triangle count is relatively low, ranging from aprox. 500 triangles to 3000.

  • Since there are no LODs provided, I recommend using the auto-LOD tools your engine provides. Since the meshes are pretty light anyways, you can feel free to configure only 2-3 LODs

UVs

  • There is only one UV set provided, but I recommend using that for lightmaps as well (in the case of most assets). The UVs are packaged and scaled efficiently, trying to balance seams with density.

  • Some meshes' UVs are scaled aggressively. Meaning that certain back-faces or bottom-faces can be scaled down a lot, leading to lower-resolution on those faces. The reason I did this was to maximize the resolution of the actually visible faces. This shouldn't impact the visual quality of these assets for all extents and purposes. But if you expect the player to see the bottom of most of these castle assets (from up-close) I recommend to cover it up with a simple mesh.

  • All UVs seams were manually placed in order to ensure maximum quality and density

Disclaimer:

The headless-winged statue seen near the gate isn't part of the asset pack, but it can be found free at the time of writing this on CGTrader under the name of : "Nike Statue".

The same applies for the little lion statues on the gate, which can be found for free under the name of "Lion Statue".

The same applies for the mountains in the background.

Environment

  • There are 6 rock assets provided. 1 is the gigantic rock the castle rests atop on, 3 are canyon walls, 1 is a rock chunk which I used to break up variation, and the last one is a rock patch you can scatter on the ground.

  • All of the rocks were hand-sculpted, and only the micro-surface detail was either textured in or usually sculpted with an alpha texture.

Materials

  • All materials provided are 8K (except for the rock patch), and they come with 4K textures as well.

  • Many rocks DON'T have roughness maps since they were very bland anyways. I recommend setting the roughness to about 0.9 in the material's brdf node.

  • All rocks come with an albedo, normal and AO (all 8K) (except for the rock patch that's missing an AO since I deemed it reduntant).

  • 8K textures make these assets hold up incredibly well for cinematic or extreme close-up shots

Geometry

  • The triangle count ranges from 6000-50.000.

  • Since these rocks (especially the canyon walls 2 and 3) can be easily instanced and can create much overlap, I would recommend using technologies like Nanite instead of traditional LODs. If that isn't a possibility or isn't optimal I recommend using traditional and auto-generated LODs, since I provided none.

UVs

  • There are few seams on many of the rocks and should be generally invisible in most situations. Most rocks are unwrapped with 3 UV seams

  • All UVs seams were manually placed in order to ensure maximum quality and density

  • All faces are equally or near equally scaled

  • There is only one UV set provided, but I recommend using that for lightmaps as well (in the case of most assets). The UVs are packaged and scaled efficiently, trying to balance seams with density.

P.S: I personally recommend using canyon2 and canyon3 more than canyon1 (canyon1 should be used selectively or to break repetition, but feel free to do whatever)