Jan 2019
I originally posted this on reddit, as a response to a post asking for the best landscape and environmental design assets and tutorials.
As this seems to have been useful for others but may disappear in reddit's constant stream of posts, I thought it would be a good idea to capture the information on the site. So here it is, current as of Jan 2019.
Sounds as if you're on a similar journey to the one I've been on :) It's a long, arduous road but there's plenty of fun to be had, and plenty of people around to help. First off I'd recommend the following discords:
Awesome Technologies: https://discord.gg/jaaDWK2
Nature Manufacture: https://discord.gg/ErYgpDA
Procedural Worlds: https://discord.gg/bMK7s5D
Each of these asset devs make tools that are more or less indispensable for environment design. I've listed them below, plus a few others, along with some pointers of what they're good for and what problems they solve. You won't need them all right away, but you might well come across them at some stage.
I've recently started charting my own progress on a YouTube channel which you might want to subscribe to. It's not particularly slick but I'm hoping that by showing some of the pitfalls I fall into, others can learn from my mistakes. They also tend to be a little overlong but there's a real lack of intermediate (more detailed) workflow videos on Unity environment design, so hopefully they're of use. This playlist is probably the one you'll want to keep an eye on as you progress:
Unity Assets - Tools and Workflows https://www.youtube.com/watch?v=kNQfQbka5OY&list=PL4p5NRamFPnjpaGRPkdMYQHCf6Vqr11yF
and maybe start with this video:
Gaia, Vegetation Studio etc. An overview of different environmental assets for Unity https://www.youtube.com/watch?v=rfKucBIjc-o&list=PL4p5NRamFPnjpaGRPkdMYQHCf6Vqr11yF&index=2
A final word... I do VR dev too and have a similar passion for world building and exploring the environments I create in VR. It's quite a thrill. However it's not easy to make realistic environments perform well enough to run at a smooth 90fps. You might first want to start by not building for that platform, learn the tricks and pitfalls on desktop, then learn to further optimise at a later date. If you do go straight into VR, be aware that you'll have to make some sacrifices - your foliage will have to be less dense, post image effects fewer, etc. As a tip, look out for @SebastianCmentowski on the Awesome Technologies discord. He's a VR researcher who does a lot of nature simulations. He's super helpful and definitely someone whose advice to trust. @Recon/Dark is brilliant for advice on streaming.
On to the assets:
Nature Manufacture
Meadow Environment (top class, great value environment asset) https://assetstore.unity.com/packages/3d/vegetation/meadow-environment-dynamic-nature-132195?aid=1100lMeW
Advanced Rock Pack 1
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high quality rocks that are designed to work with Vegetation Studio (VS), see below. Using VS they can be instanced on the GPU allowing you to include a far greater number at much lower performance cost. https://assetstore.unity.com/packages/3d/environments/advanced-rock-pack-1-101721?aid=1100lMeW
Mountain Trees - Dynamic Nature (as with the rocks, shaders are VS compatible. This is not the case with all tree assets you'll find on the asset store) https://assetstore.unity.com/packages/3d/vegetation/trees/mountain-trees-dynamic-nature-107004?aid=1100lMeW
Advanced Foliage Pack 1 (as above, VS compatible) https://assetstore.unity.com/packages/3d/environments/advanced-foliage-pack-1-103151?aid=1100lMeW
R.A.M - River Auto Material (for rivers but also does paths - see the Meadow Environment demo) https://assetstore.unity.com/packages/tools/terrain/r-a-m-river-auto-material-101205?aid=1100lMeW
World Streamer
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If you make large open worlds you'll need to chunk it into smaller pieces and stream each part as your player walks through it. Terrains in Unity are heavy in terms of performance overhead. You need to limit their size and resolution. (especially in VR!) Cutting a large terrain into small tiles and only loading the tiles around the player (replacing the distant ones with low poly mesh versions of the terrain) is one way to solve this problem. World Streamer helps you do this and will also stream in the other gameObjects in your scene. (Sectr, below, does the same job) https://assetstore.unity.com/packages/tools/utilities/world-streamer-36486?aid=1100lMeW
L.V.E - Lava & Volcano Environment
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may not be something you need but bring it up simply because I'm currently using it in my current VR project. The demos are amazingly performant and work just fine in VR (even if some of the particle effects are little flat and need tweaking). https://assetstore.unity.com/packages/3d/environments/l-v-e-lava-volcano-environment-112703?aid=1100lMeW
Awesome Technologies
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If you're working in VR, you have no choice but to be thinking about performance at every step of the way. It's incredibly difficult to get smooth playing natural environments full of trees and foliage. Vegetation Studio (both standard and Pro) instances vegetation items on the GPU to allow you to display many more items than would otherwise be possible. GPU Instancer listed below does something similar but VS is the defacto solution for most environment artists at the moment - partly because high quality assets such as NatureManufacture's suite of environment packs supports it. It also comes with a bunch of useful utilities (a grass patch generator: takes 2D images and creates geometry for it, automatic billboard generation for trees, and a bunch of other stuff). Pro includes the concept of 'biomes' which allow you to paste onto your terrain areas with different texture rules and vegetation. Imagine pulling in a forest biome for example - this can be resized in the editor by adjusting spline points. Both allow you to procedurally add foliage onto the terrain based on rules (from height/steepness, to textures - e.g. if this part of the terrain is painted with grass and has a slope less than 30degrees, add grass)
Vegetation Studio (recommended if working in Unity 2017) https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-103389?aid=1100lMeW
Vegetation Studio Pro (recommended if working in Unity 2018+) https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-pro-131835?aid=1100lMeW
Alternative:
GPU Instancer (not by Nature Manufacture) https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-117566?aid=1100lMeW
- recommended. Works with infinite worlds with repeating streaming terrain tiles, which VSPro cannot do easily out of the box. See: https://youtu.be/HmQl95GCNKU
Procedural Worlds
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you can't really talk about environment design in Unity without coming across Adam Goodrich's assets. The tools he's developed have deservedly grown in popularity over the years.
Gaia
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a difficult asset to explain. At heart it's a system to allow you to shape (terraform) your landscapes. The default Unity terrain tools are blunt instruments compared to the stamping and procedural generation tools that gaia provides. If you think of the starter terrain as a piece of dough, the stampers allow you to mold the terrain using a cookie cutter approach; stamp in a mountain, stamp in a river bed, that kind of thing. On top of that, you can then texture the terrain using procedural rules (e.g. land higher that a certain altitude and at a steep incline should be rock, flat terrain should be grass, anything below sea level should be sand). Similar rules can then be used to cover your terrain in foliage (trees, grass, plants) and other details (rocks) - very much as VegetationStudio does. You can even spawn Points of Interest, for example, add villages (groups of gameObjects; houses, props) where the terrain is suitable (i.e. fits the criteria you've set). https://assetstore.unity.com/packages/tools/terrain/gaia-42618?aid=1100lMeW
CTS
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A terrain Shader that will make the textures on your terrain look a whole lot better than the Unity default. A big plus is tight integration with other Procedural Worlds tools. Possibly not the most performant but plenty of settings to allow you to reduce its rendering complexity. Microsplat would be an alternative. Or RTP https://assetstore.unity.com/packages/tools/terrain/cts-complete-terrain-shader-91938?aid=1100lMeW
Gena
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designed for easing the placement of details on your terrain, e.g. rocks, fences etc. Whereas Gaia does this across the entire landscape procedurally, Gena is more of an artistic paint brush - it's about manual placement rather than blanket spawning (although it does that too). The rules you set allow you to paint prefabs onto the scene in a semi-intelligent way. (See below for similar alternatives)
Sectr Complete
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Like World Streamer, Sectr aims to solve the problem of needing to split your large open world into smaller chunks. Only recently bought by Procedural Worlds, integration with Gaia is hopefully on the way soon. Currently documentation is pretty thin on the ground, which makes it difficult to get started with, but Adam an co. are promising great things... https://assetstore.unity.com/packages/tools/utilities/sectr-complete-15356?aid=1100lMeW
Terrain shader alternatives to CTS...
Microsplat
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an interesting sales model. The basic core asset is free but you pay for additional features in the form of modules. These add-ons mean you only pay for what you're using - unlike CTS which has everything bundled. So if you don't need snow, don't buy the snow module. If you need Anti-Tiling, by that. https://assetstore.unity.com/packages/tools/terrain/microsplat-96478?aid=1100lMeW
Relief Terrain Pack v3.3
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this was recommended to me by a game dev pro. I've not had a chance to try it out but it seems it probably should be mentioned. https://assetstore.unity.com/packages/tools/terrain/relief-terrain-pack-v3-3-5664?aid=1100lMeW
Alternatives to Gena...
Polybrush (Beta)
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Unity's own prefab painter (originally part of the ProCore tools before the Unity buy out) https://assetstore.unity.com/packages/tools/modeling/polybrush-beta-111427?aid=1100lMeW
Octave3D-Level Design
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Pro alternative for prefab placement. Like Gaia it does a good job of auto-rotating and scaling the 'painted' prefabs so that you can scatter objects like rocks in a way that makes them not feel to repetitive. Conversely, with different settings you can draw a fence by automatically aligning a series of fence pieces. https://assetstore.unity.com/packages/tools/level-design/octave3d-level-design-45021?aid=1100lMeW
Alternatives to Gaia...
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Truth be told, working exclusively inside of Unity for terrain generation has its limitations. The real pros use external tools to shape and chunk their terrains. They then import that into their projects. If realistic landscapes are your thing (especially ones based on real geo-locations) then you might consider these, if your budget allows...
WorldMachine https://www.world-machine.com/ Expensive professional tool. Has workflow for importing into Unity.
WorldCreator2 https://www.world-creator.com/
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don't get the World Creator Unity asset. The dev has said that it won't be getting any more updates. He's now concentrating on the standalone version. As with WorldMachine, not cheap. I'm told that Z-brush is an alternative for terrain sculpting too.
Gaea https://quadspinner.com/gaea/
- The new kid on the block from developers that make add-ons for WorldMachine. Very early days, and a bit buggy in parts but free for small 1K terrains (commercial use allowed) or one-off $99 cost for 4K exports. Node-based approach. Demo overview: https://www.youtube.com/watch?v=21mFsshqc2s
L3DT http://www.bundysoft.com/L3DT/
- An oldie but goodie, now gone free - so make sure you download the Pro version from the downloads page. It'll let you make larger terrains. https://www.youtube.com/watch?v=v1fq2Rucnt8
While thinking of external tools... Quixel's MegaScans is a library of photogrammetry assets and substance-based textures for realistic environments. Assets come LODed (different levels detail, more or less polys, are rendered depending on the player's distance from the object) however they're still quite 'heavy' and probably not suitable for VR without some optimisation (i.e. remove some of the higher LOD levels and reduce texture size/downgrade shaders etc.) https://quixel.com/ Subscription model, gives you access to the models and texture library. Any assets downloaded (except the free ones) can be used even after your sub expires.
Mad Maps
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Think of this as a copy/paste utility for sections of your scene. Unlike Gaia which allows you to 'stamp' a part of the terrain, this copies everything - terrain, textures, and any gameObjects. A bit like cutting out pictures from different magazines and pasting them together into a collage, this enables you to easily bring together different parts of an environment. Can be useful if an asset has a demo scene that is small (maybe a tower on a hill) and you want to paste that into your environment. You may not need it now, but trust me one day you will :) https://assetstore.unity.com/packages/tools/terrain/mad-maps-111524?aid=1100lMeW
AQUAS
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For water that's better than the Unity default package. NB. Gaia now also has its own Water solution https://assetstore.unity.com/packages/tools/particles-effects/aquas-water-river-set-52103?aid=1100lMeW
TurboScalpeur Grasses
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You really will need Vegetation Studio for these. They're just 2D images, but VS will create the meshes for you and get them ready to add to your terrain. High quality scans.
HQ Photographic Textures Grass Pack Vol.1 https://assetstore.unity.com/packages/2d/textures-materials/hq-photographic-textures-grass-pack-vol-1-32656?aid=1100lMeW
HQ Photographic Textures Grass Pack Vol.2 https://assetstore.unity.com/packages/2d/textures-materials/hq-photographic-textures-grass-pack-vol-2-37585?aid=1100lMeW
Tropical Forest Pack
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a high quality pack that's a bit of a master class in environment design. Not for VR but has some useful vegetation that could be reused elsewhere. Uses Forst's AFS shader (see below) https://assetstore.unity.com/packages/3d/environments/tropical-forest-pack-49391?aid=1100lMeW
Advanced Foliage Shaders v.5
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high end foliage shader https://assetstore.unity.com/packages/vfx/shaders/advanced-foliage-shaders-v-5-68907?aid=1100lMeW
Next-Gen Soft-Shadows (Contact shadow solution for performance)
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Shadows are a frame-rate killer. If you've done previous VR dev (interiors) you'll know that you should bake all lighting to a lightmap and delete everything except your main directional light. Open worlds can't be lightmapped in the same way (and by the way baking reflection probes is a bad idea for performance in VR). For best results turn off shadow casting on all you smaller details - e.g. grass, flowers, plants. Anything small. Add a contact shadow effect (I use NGSS) on your main camera and get the visual benefit of shadows without the hit. https://assetstore.unity.com/packages/vfx/shaders/next-gen-soft-shadows-79454?aid=1100lMeW
MapMagic World Generator
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I've talked about the problems of streaming large open worlds. Another way to deal with this problem is to procedurally generate your landscape. This is a node-based landscape generator - you set up rules in your node graph then you can go for miles. Nice integration with Vegetation Studio. https://assetstore.unity.com/packages/tools/terrain/mapmagic-world-generator-56762?aid=1100lMeW There's an evaluation version of the asset (something I wish more developers did) so well worth a try to see if it's your kind of thing: http://www.denispahunov.ru/MapMagic/eval.html This is a bit buried in this list of assets, but my instinct is that you'll probably get a lot out of MapMagic - it let's you do some very cool and impressive landscape generation very quickly and easily. It's not cheap but definitely add it to your wishlist and wait for it to go on sale.
Manufacture K4
Rock and Boulders 2 (FREE) https://assetstore.unity.com/packages/3d/props/exterior/rock-and-boulders-2-6947?aid=1100lMeW
Pirates Island
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An oldish package that in some respects shows its age, but that's actually a bonus for VR - it means it's not too demanding in terms of performance. The highlight for me are the cliff pieces. https://assetstore.unity.com/packages/3d/environments/pirates-island-14706?aid=1100lMeW
Coniferous forest
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I didn't get on with this and found it difficult to get it to look anything like the video demo, but others swear by its quality. It's not intended for VR, this is next-gen stuff, like the Book of the Dead demo (in the FREE section below) https://assetstore.unity.com/packages/3d/vegetation/coniferous-forest-119434?aid=1100lMeW
Weather and environmental Effects:
Enviro
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weather system, day-night, cycle, volumetric clouds etc. https://assetstore.unity.com/packages/tools/particles-effects/enviro-sky-and-weather-33963?aid=1100lMeW
Wet Stuff
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I've not tested this for VR but it's a pretty cool effect. Similar to Kronnect's Global Snow https://assetstore.unity.com/packages/tools/particles-effects/wet-stuff-118969?aid=1100lMeW Wet Stuff for Enviro (free add-on for integration with Enviro) https://assetstore.unity.com/packages/tools/particles-effects/wet-stuff-for-enviro-133615?aid=1100lMeW
Kronnect I'm a big fan of this developer. He's really approachable on his discord and has an obvious passion for the assets he makes
Global Snow
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easier to use than the CTS/MicroSplat shader based solutions. This can add snow to the entire scene - including gameObjects, not just the terrain. Feels a bit like magic! https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/global-snow-79795?aid=1100lMeW
Beautify
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Although Unity's Post Processing Stack now provides a decent set of images effects, I still rely on Beautify on some projects. Performant, VR single-pass compatible https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-61730?aid=1100lMeW
AI / Animals
Bird Flock Bundle
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environments without life feel oddly static and unrealistic. At the very least add particle systems to give the impression of insect life. I tend to use these birds in everything I make! (see: https://youtu.be/iG_UzmuZRgo) https://assetstore.unity.com/packages/3d/characters/animals/bird-flock-bundle-25576?aid=1100lMeW
Crux
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a step up from a bird flock, this AI asset places and animates animals on your terrain. Supports CTS, Gaia, Map Magic. Really fun to play with but you'll have to supply your own animal models. https://assetstore.unity.com/packages/tools/ai/crux-procedural-ai-spawner-79350?aid=1100lMeW
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The asset links above contain affiliate links, which means I may receive a commission if you click on and purchase something that I've recommended. It won't cost you any more money but it'll help me fund my own development projects while recommending assets I personally use and endorse.
FREE
Aura
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don't let the fact that this is free fool you. It's a top quality asset that adds AAA volumetric lighting to your scene. Aura2 (which will be a paid asset) is coming out v soon https://assetstore.unity.com/packages/vfx/shaders/aura-volumetric-lighting-111664?aid=1100lMeW?aid=1100lMeW
Yughues His paid assets are good too, but these are good to get you started
Yughues Free Rocks https://assetstore.unity.com/packages/3d/environments/yughues-free-rocks-13568?aid=1100lMeW
Free Bushes https://assetstore.unity.com/packages/3d/vegetation/plants/yughues-free-bushes-13168?aid=1100lMeW
Free Ground Materials https://assetstore.unity.com/packages/2d/textures-materials/floors/yughues-free-ground-materials-13001?aid=1100lMeW
Free Nature Materials https://assetstore.unity.com/packages/2d/textures-materials/yughues-free-nature-materials-13237?aid=1100lMeW
Free Stone Materials https://assetstore.unity.com/packages/2d/textures-materials/stone/yughues-free-stone-materials-12962?aid=1100lMeW
Book Of The Dead: Environment
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a tech demo rather than anything that's actually usable, but free and a glimpse into what Unity 2018+ will be capable of. https://assetstore.unity.com/packages/essentials/tutorial-projects/book-of-the-dead-environment-121175?aid=1100lMeW
Medieval Buildings
Finally,...you mentioned working in a fantasy/medieval vein. I haven't really touched on any of what I would consider more of the architectural assets. There's a ton of them from 3DForge's excellent modular Interior/Exteriors to Aquarias Max's assets (which I personally haven't tried but I'm told are recommended)
Here's a quick list of some of my favourites
Medieval Village Environment
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amazing value. Works just about ok in VR, would only need minor optimisation https://www.assetstore.unity3d.com/en/?stay#!/content/121867?aid=1100lMeW
The Dark Dungeon Kit
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Not actually an exterior, but I can't recommend this enough. Even comes with a VR ready demo. https://www.assetstore.unity3d.com/en/?stay#!/content/122764?aid=1100lMeW
Multistory Dungeons
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Another interior, but works well for more stylised VR. https://www.assetstore.unity3d.com/en/?stay#!/content/33955?aid=1100lMeW
Make Your Fantasy Game - Fantasy Environment Assets
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lowish-poly game-ready (with mobile versions) means not exactly high fidelity but definitely VR ready. Some of the exterior demo scenes are a masterclass in how to set-up evocative environments with limited resources. Great value. https://www.assetstore.unity3d.com/en/?stay#!/content/7101?aid=1100lMeW
3DForge
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A great dev who really cares about his customers. Gaia comes with some of these assets as demos. Very modular, but also uses the idea of blueprints (ready-made collections of these modular assets which can be shared. e.g. ready built houses and variations)
Village Exteriors Kit https://www.assetstore.unity3d.com/en/?stay#!/content/38045?aid=1100lMeW
Village Interiors Kit https://www.assetstore.unity3d.com/en/?stay#!/content/17033?aid=1100lMeW
TaD - Sewer Kit https://www.assetstore.unity3d.com/en/?stay#!/content/12867?aid=1100lMeW
FREE
Viking Village https://www.assetstore.unity3d.com/en/?stay#!/content/29140?aid=1100lMeW
Orc - Watchtower https://www.assetstore.unity3d.com/en/?stay#!/content/90048?aid=1100lMeW
Humans - Watchtower https://www.assetstore.unity3d.com/en/?stay#!/content/97217?aid=1100lMeW
Palace of Orinthalian https://www.assetstore.unity3d.com/en/?stay#!/content/7075?aid=1100lMeW
Coastal Gun Battery https://www.assetstore.unity3d.com/en/?stay#!/content/1951?aid=1100lMeW
Sun Temple https://assetstore.unity.com/packages/3d/environments/sun-temple-115417?aid=1100lMeW
Flooded Grounds (not medieval but some good vegetation. A high quality asset that's recently gone free) https://assetstore.unity.com/packages/3d/environments/flooded-grounds-48529?aid=1100lMeW
... maybe you can tell from my sprawling post that people get quite passionate about this kind of world building once they get going! Be warned :) It's a bit of a black hole for your time and finances! Please feel free to reach out to me by PM, on the various discords or on YouTube. I'm quite happy to share my findings. The way I see it, we're all learning as we go along, some have more expertise than others but you never stop learning and having others to share ideas with can be incredibly beneficial and a source of motivation. Unity let's you get very far very quickly but you do eventually hit performance issues and other roadblocks. Exteriors are not easy, especially for VR!
TLDR. In case you skipped past it, my gut feeling is that Map Magic may actually be the best asset for you to get started with, if you want large environments to explore. Get that and Vegetation Studio, and a Nature Manufacture like the Meadow Environment and you could quite quickly make large immersive worlds (like Skyrim) to explore. What you lose is the ease of crafting your own landscape, and easily placing of Points of Interests like houses /castles etc. It can be done - in MapMagic terms you pin the terrain tile to make it static rather than dynamic, but this starts to work against what MapMagic is good at, i.e. the procedural landscape generation. If crafting is more your thing then Gaia is probably more the asset for you. Just make sure you start off with smaller terrains.)
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The asset links above contain affiliate links, which means I may receive a commission if you click on and purchase something that I've recommended. It won't cost you any more money but it'll help me fund my own development projects while recommending assets I personally use and endorse.
Copyright © 2019 Jerome Di Pietro