Forgotten Graveyards: Low Poly Cemetery and Nature Mega Pack

Edit: First version is out! https://www.unrealengine.com/marketplace/en-US/product/forgotten-graveyards-low-poly-cemetery-mega-pack

Hello!

I wonder if there is an interest here in showing work-in-progress on asset pack? :thinking:
Let’s give it a shot.

The whole endeavor started in Nov 2022. You can see earlier progress here with a couple of simple models like below:

At some point scope creep got me :sweat_smile: and I had to make a decision: do I make a ‘complete’ asset pack or do I narrow down a scope and release sooner. I decided to go for the first option and create a thing that I would be wanting to get when I was just starting out in gamedev. After a few months of work I realized though, that I have more than enough things to publish independent asset pack, and I did (https://www.unrealengine.com/marketplace/en-US/product/low-poly-nature-lush-and-diverse-environments).

I’m at 1793 models and I will add around 200 more before submitting it for publishing. Here are latest renders from UE:



Right now I’m working on a few additional burial urns models, here is an example of one:


If you have any feedback or would like to see something specific in the asset pack - please feel free to comment :slight_smile:

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Update: Urns are done. 82 models in total. First the overview:

I made both base models, broken models and “piles” (collection of already placed models). The first two types are for fine control, the last ones are for ease of use (you just place the whole thing in your level). Here are base models:


After modeling base models I prepared ‘broken’ variants (those are all single static meshes).

Some examples of broken variants






Here’s topology of one of those (tried to keep it to quads), from Blender’s viewport:

Stuck mostly to quads because of easier time with UVs (I just could have nice strips of quads). Even if UE5 went “all in” on lumen and dynamic lighting, it seems that quite a few people are still using static lighting (I asked on reddit^^).

And last, but not least, here are few piles:





Small update for today - 2nd set of walls (WIP):

Really into the brightness and vibrancy of the colors you’ve chosen. It’s a “lively” graveyard :smiley: So well done.

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I’m glad you like it! :slight_smile:

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Finished two sets of fences (fixing the first set and adding 2nd one). Modelling was fun, but making UV lightmaps was painful

165 fence models there, all green (that’s lightmap density visualization). Will post some nicer renders of those fences after I get some rest :slight_smile:

Those fences took a while. But now the pack will have 2 sets of modular stone fences (and one wooden that I did already for the nature pack). I had to revisit the one set of fencing I already made and fix a few issues there. Here’s the result:

62 models for the first set (which I call ‘type a’):

And 111 for the second set (type b):

Different perspective showing all modules from both types of fences


Here’s how one of the modules look like up close:

And another one:

Renders showing various subsets of the fences modules






Both set are to the same scale so they can be mixed and matched. Also I am keeping the modular pieces in so other combinations can be made. Also quite a few other combinations can made from those pieces like that one:

Here is how one of (many) possible entrances can look like:

Last, but not least a glimpse into topology of the models. Not all quads, but tried to keep it reasonably clean:

And lightmap density with hidden floor for better visibility.

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Update time. Cobwebs, barrels and buckets. Cobwebs in low poly style were surprisingly hard to get right. I think in the end I got it mostly right, but I might revisit it in the future:

And obligatory wire shot:

I wanted to see how those cobwebs could be used in a scene so I made below scene:

Barrels and buckets I just revisited and improved a bit. It still took a bit of time, but nothing special here:


And topology of a bucket:

Spent quite a bit of time on benches now. They weren’t that difficult to model, but I took a detour to better understand uv lightmapping. There’s not much information out there how to do them correctly though… On one hand I guess there will be someone that appreciates carefully made UV lightmaps. But on the other hand I doubt many people will notice any change (I checked quite a few asset packs from the Marketplace - all of them had those generated by Unreal). So moving forward I will do ‘best effort’ approach to it (esp. that now when I know a bit more it’s hard to ignore completely).

Here are all of them together:


And a few close ups:



Last but not least, wireframe for one of those:

Btw. I prepared a 3 sets of benches in ‘pieces’ so they will be able to be broken down in game easily or assembled into different ‘piles’ for more variations.

Small update: added a few sacks:

Not a typical prop associated with graveyards, but you have to somehow bring in stuff there like building materials, fertilizers, etc. Fairly easy to model too, so I added them. Wires:

This time though I thought I will do a bit more to showcase those models (and others in the pack). First two ones are campfire shots… I couldn’t decide between day or evening lighting, so I made 2.


The third one was night lighting test with those assets - I imagine such will be a mood for majority of projects using them:

Aside from obvious props like tombstones and graves what does a graveyard needs? Bones and skeletons! Here they are:

And a few more renders



Here is wireframe for one of the models:

As previously I wanted to check how it will work in game, so I made this render too:

Last, but not least I recorded a short video:

What do you think so far?

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The lighting and vibrancy of the color choices are done so polished and professional. Low poly is always so pretty - even with a cemetery apparently. :joy: So genuinely well done :smiley:

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Thank you! :slight_smile:

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Update time! This time I worked at crypts/mini chapels/mausoleums (idk how to call those things :sweat_smile:, called them ‘crypts’ in the asset pack).

6 models in two states: damaged and clean (example below). Don’t seem like much given I made way more variants for other object types, but individually those are way more complex and time consuming to make. Especially doing them carefully - e.g., not simply scaling UVs to 0, doing light map UVs, taking care of topology (not going crazy for full quad based topo, but keeping it fairly clean - by adding a few supporting edges those clean variants would be even subdivisble).


Here is example of topology:

And a lot of more screenshots, showing the models in more details









And last but not least - I took one of them and put them in context of other models and particles (still from Marketplace. I haven’t decided if I will keep this pack to only models, or will I add some).

Close up:

And morning lighting scenario:

I am in the process of finalizing short videos (simple camera movement while particles mover around for added dynamism). Will post them later.

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First short video from the above:

And daytime lighting scenario:

Very quick update. Working on various tools at the moment. - broom (from Blender):

And here’s a pickaxe: https://youtube.com/shorts/bARL9_DxFz4?feature=share

Any requests for tools for this asset pack?

Ok, finally finished the tools. I stopped myself at half of what I planned though - will probably add a few of those (like wheelbarrow) in future update. Also experimenting with how to showcase them - not fully satisfied from that still. Here are all the tools - 6 types, clean, damaged and broken variants (24 models in total).

Here’s how they look in engine:



Wireframe of one of them:

And last, but not least - a little render I quickly made in Blender to showcase all of them at once inside smallish environment:

Hi there @VertexMachine !

I am absolutely in love with this pack of yours. Low poly designs hold a special place in my heart so I’m excited to see another fun take on what you’re showcasing! Cemeteries and nature go hand in hand a lot more than people think so with you creating a megapack that showcase both of these I can’t wait for the next update.

I’ve been interested in making low poly models myself and was curious if you had any tips for capturing the simplistic style.

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Thank you for your kind words! It really means a lot :slight_smile:

As always it comes down to practice. A lot of practice. Low poly style seems simple, but it’s not (at least not in general). I do both low and high poly stuff (see more here). You can learn to create low poly models that are of OKish quality quite fast (I can recommend Grant Abbitt, Imphenzia for getting basics on YT), but then it comes down to a lot of practice. A few generic tips:

  • pay special attention to fundamentals, especially to form and color.
  • study what and how others do things (grab low poly models that look great, paid and free, and study those, try to recreate similar things)
  • don’t take shortcuts (you’ll see it in some tutorials): do proper UV unrawps, proper lightmap UVs, proper collisions.
  • use references (you can search for low poly stuff, but keep also realistic stuff on your ref board), try capturing “the essence” of what makes a given thing.

Hope that helps! If you have any specific questions, feel free to ask :slight_smile:

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