[Devlog #4] Modular FlatGround patches — mud, grass, rock, roots


I’m dropping a set of modular “FlatGround” pieces for fast terrain dressing and breaking up base meshes. The previews show four families:


  • Mud — from smooth to chunky.
    Rock/stone — crisp breaks, chipped planes.
    Grass — soft relief, rounded mounds.
    Roots-on-rock — organic overlays that guide the shot.

Each piece is hand-sculpted to keep the form readable at lower tri counts; I aim for a tactile look close to low-poly photogrammetry. Because of that I treat them as mid-poly assets (for the plastic micro-forms), but every piece ships with LODs 0/1/2, so they stay performant in-scene.


How I use them
These are overlays for set-dressing: drop on base terrain, rotate/scale, and mix families (e.g., mud+root, grass+rock). Edges are shallow, so you can sink them slightly without z-fighting. A few variants have subtle cuts and shelves that play nicely with side lighting and night grading.




Tech 
Geometry:
 mid-poly by design (photogrammetry-like vibe) + LOD 0/1/2 with smooth transitions; intended for dense placement.
Pivot/Snap: base-center; 0.5 m grid (1u = 1 m).
Materials: ultra-flat palette/atlas where it makes sense; no blends, no normal maps—the read comes from geometry

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