Nature & Rock PBR – 12 Materials + 6 Rock and Cliff Meshes


WHAT YOU GET ... No metallic map - all materials are dielectric. ... LICENCE: royalty-free, commercial use in unlimited projects, modification allowed, no ... SUPPORT: erhan.simsek21@gmail.com


by Erhan Simsek


Price History +

12 tileable 2K PBR materials (48 maps) plus 6 game-ready rock and cliff meshes with LODs, collision and prefabs. URP, HDRP and Built-in.

Number of textures: 48 (PNG, 8-bit)
Texture dimensions: 2048 x 2048
Polygon count: LOD0 ~5,000 tris per mesh, LOD1 ~1,000 tris per mesh; 35,996 tris across 6 meshes
Number of meshes: 6 visual meshes + 6 separate collision meshes
Number of prefabs: 6 (with LOD Group)
Number of materials: 12 (Standard shader)
Rigging: No
Animation count: 0
UV mapping: Yes - manual, non-overlapping UVs with tangents
LOD: 2 levels (LOD0, LOD1) wired in the prefabs
Types of materials and texture maps: PBR - albedo, normal (OpenGL), roughness, ambient occlusion; no metallic map (dielectric)
Scene count: 1 demo scene showing every mesh with its material
Scale: 1 Unity unit = 1 metre, pivots at the bottom centre
Documentation: README.md, Documentation/Documentation.md, THIRD-PARTY-NOTICES.txt

Nature & Rock is a grounded, game-ready environment pack: 12 tileable 2K PBR materials and 6 rock and cliff meshes with two LODs, a separate collision mesh, ready-made materials and prefabs.
Everything was generated procedurally and baked in Blender. No photogrammetry scans, no downloaded textures, no third-party assets, no generative AI.
WHAT YOU GET
- 12 PBR materials x 4 maps = 48 textures, 2048 x 2048 px, PNG, tileable
- 6 rock and cliff meshes: LOD0 ~5,000 tris, LOD1 ~1,000 tris
- 6 separate collision meshes
- 12 ready materials + 6 prefabs with LOD Group
- Demo scene showing every mesh with its material
MATERIALS (12): granite rock, cracked rock, soil with pine needles, gravel, sand, snow and ice, mossy stone, wet mud, limestone and sandstone, basalt, dry cracked soil, creek pebbles. Albedo, normal, roughness and AO per set. No metallic map - all materials are dielectric.
SCALE: 1 Unity unit = 1 metre, pivots at the bottom centre.
PIPELINE: Built-in uses the Standard shader with ready materials. URP uses Lit - feed Smoothness from a mask map built from roughness, or use the supplied constant. HDRP uses Lit with roughness in the Mask Map blue channel and AO in red. Normal maps are OpenGL layout - do not flip green.
LICENCE: royalty-free, commercial use in unlimited projects, modification allowed, no attribution required; resale of the files as-is is not permitted.
SUPPORT: erhan.simsek21@gmail.com