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Weathered Rocks and Stones

Alexander Novikov - Dec 16, 2015
6
4.33 out of 5 stars(6 ratings)
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Realistic rocks and stones weathered by nature, sculpted from different rock formations to give you a maximum variety for all type of environments.

  • Supported Platforms
  • Supported Engine Versions
    4.8 - 4.27
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.
Video 1: https://youtu.be/wZMq5G-o4p8

Video 2: https://youtu.be/9l8KtLH5uiU

Realistic rocks and stones weathered by nature, sculpted from different rock formations to give you a maximum variety for all type of environments.
You will get 5 rocks and 3 stones with LODs:
Rocks: 3 Sharp, 2 Smooth, stones: 2 Sharp, 1 Smooth.
For each rock and stone 7 PBR Materials plus 1 bonus Material for stones:
Grey, Greyforest and Greylight (bonus) are grey colored rocks/stones with moss, best for forests and rivers. Sand, Sandbrown and Sandred are sand colored rocks/stones good for deserts. Greysnow and Brownsnow are snow coated grey, brown colored rocks/stones gives you a winter look.
All textures are 4k with small details and nuances for most realistic look, PBR tested in different environment conditions.

Technical Details

Scaled to Epic skeleton: Yes

Physically-Based Rendering: Yes

Texture Size: 4096

Collision: Yes, automatically generated

Vertex Count:

Rock_Sharp_Big_01 - 320 tris
Rock_Sharp_Med_01 - 218 tris
Rock_Sharp_Sm_01 - 200 tris
Rock_Smooth_Flat_01 - 472 tris
Rock_Smooth_Med_01 - 640 tris
Stone_Sharp_01 - 178 tris
Stone_Sharp_02 - 230 ris
Stone_Smooth_01 - 162 tris

LODs:

Rock_Sharp_Big_01 - 158 tris
Rock_Sharp_Med_01 - 104 tris
Rock_Sharp_Sm_01 - 98 tris
Rock_Smooth_Flat_01 - 234 tris
Rock_Smooth_Med_01 - 316 tris
Stone_Sharp_01 - 86 tris
Stone_Sharp_02 - 112 ris
Stone_Smooth_01 - 78 tris

Number of Meshes: 8
Number of Materials: 58
Number of Textures: 189
Engine Compatibility: 4.9, 4.10
Intended Platform: PC, Mobile
Platforms Tested: PC
Documentation Included: No
Important\Additional Notes:

"_rmo" prefix for the texture means "_r(roughness)m(metallic)o(occlusion)" and in each channel (RGB) there is a greyscale texture:

in Red there is Roughness, Blue - Metallic, Green - Ambient Occlusion. It is done for the memory save.