Tiny little rocks with a blurred texture on them, instantly we know what the problem is, they need more detail and just need to be more... rocky.
Without any further delay we jump into our 3D edditor of choice (In our case, Blender) and begin blocking out a new mesh.
This looks much more appealing than our previous assets and is a good start. The next stage is to apply a base texture and add some base lines so we can map out where each detail goes and how things should be shaded.
After some... interesting events that occured during the texturing process, the mesh is finally complete! we are quite happy with the final look.
We even managed to end up with a lower polygon count in this mesh than the old pebble assets. Next up is to test how it looks in our game.
Great! Things are going well, and we repeated the same process a few more times to create some extra variations. We will save you from death by images here, as the process was the same as posted above.
To finish things off, here is a quick gif to show how they look from a variety of angles.
All in all we are quite happy with how things turned out! Be sure to follow along if you enjoyed, and if you think we could have done things differently, please let us know!
Next we will be doing updates on how we created the foliage, (flowers and bushes etc.) and then move onto the random events, such as the fox, mole and UFO. So be sure to follow us on facebook or twitter to keep updated, or just watch the development of Mendel's Farm here, on IndieDb!