All preview renders were rendered in Blender 2.8 using Cycles renderer with physically based Principled BSDF shader. Render setup utilizes 16384x8192 HDRI image lighting map (included). Textures are optimized for PBR rendering solutions (using Metalness or Specular workflows). Level 6 subdivision modifier is applied to geometry. Beauty renders uses albedo, roughness and vector displacement maps.
GEOMETRY
Geometry provided is 2 low poly flat ground grid meshes. First one uses 1 single tile of texture maps, second - 9 tiles with overlapping UVs to preview how several tiles join together. Meshes are subdividable up to original sculpt level of 8 to accurately reveal all tiny details of displacement map. Model is designed to provide optimal detail/performance level you need. Not only high detail close-up renders are possible, but lower subdivision level/not subdivided mesh can also be used in game environments.
TEXTURES
Textures are photorealistic 4096x4096 (32 bit per channel EXR) images, created from real object capture data. Each model UV's were created and inspected according to its specific surface characteristic. This enables to find the optimal balance of maximum texture space allocation, intuitive layout, easy further 2d texture editing possibilities and minimal texture distortion. Textures are designed to fit linear UVs (no internal smoothing, locked UV borders) to avoid UV smoothing errors. Geometry of evenly sized quads guarantees low linear UV texture distortion when subdivided.
Textures used in provided Blender scene:
Additional textures provided in separate archive:
No third-party plug-ins used. Scene created in Blender 2.8.
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