Rocks are everywhere, in most 3d games. But there is a problem, they take a lot of polygons. Typically it is very hard to have a big realistic rock with less than 20,000 polys. I am been looking for solutions to get the same result with only 600-700 polys.
… and I came up with some very advanced shading algorithms using the normals to simulate the relief. Better than bump mapping or displacement maps, these shaders are doing the job using low resources in only one pass.
Then I have created 12 low poly rocks, and worked the UV mapping so that these rocks can work with rectangular regular textures. I mixed atlas and spherical UV mapping to get rocks that would almost look good with any kind of seemless texture.
Finally I created 20 hi-resolution textures (2048×2048). They are not photos, but algorithmic simulations so that you get a level of detail that cannot be matched with a photo.
It is here: http://www.unity3dx.com
Features in this pack
* 3x shaders: details, wet and transparent. All shaders supports 2 textures (one main and one detail) and 2 normal maps.
* 20 unique and exclusive textures, ice, magma, stone, gems you name it.
* 12 low poly rocks (from 600 to 1400 polys)
* 22 preset materials using the textures and the shaders so that you can drag and drop them immediately.
* One working project that demonstrates all these materials.
Video here: http://www.youtube.com/watch?v=03phJ3Sv5wY
