Started porting my asset packs to the Godot Asset Store
▲ 194 r/GodotEngine+1 crossposts

Started porting my asset packs to the Godot Asset Store

Hey everyone!

I've started porting my asset packs from the Unity Asset Store and itch.io over to the Godot Asset Store. Three are live so far:

  • Lava Plants - Free Low Poly Pack
  • Necropoly Graveyard Statues
  • Roadside Tales Free - Modular Bridge

Four more are in verification...

Some of these are paid packs on the Unity Asset Store. Everything I put on the Godot Asset Store is free until the store with payments goes live, so grab them while they're up.

All of it here: https://store.godotengine.org/publisher/emace-art/

I'm also updating my packs on itch.io to full Godot projects — that's a slower process, so for now more of them are Godot-ready there than here.

Bonus: you can walk through the metro map in 3D right in your browser, no download needed — https://sketchfab.com/3d-models/pixelart-ea01-metro-demo-1bf93787c9f7434db16ece445feda8df

More packs coming as I get through the porting. I hope they help someone push their project further and give it a look of its own.

u/EmacEArt — 16 hours ago
▲ 19 r/GodotEngine+1 crossposts

Roadside Tales Free - Modular Bridge [Godot,Unity,Blend]

Hi everyone!

One of the most downloaded packs from my Roadside Tales series on the Unity Asset Store just made the jump to itch.io — and this release brings something extra: a native Godot project. Roadside Tales Free: Modular Bridge is here as a “name your own price” download, so grab it for free or toss in a coffee if you feel like it.

Roadside Tales Free - Modular Bridge [Godot,Unity,Blend] by EmaceArt

This is already my fifth pack rebuilt as a proper Godot project. If you work in Godot, that means scenes ready to drop straight into your world — no reimport gymnastics, no broken materials. Building in Unity? That version is in the box. Want to shape the source yourself? The raw .blend files are included as well.

u/EmacEArt — 11 days ago

A raft in the middle of a desert

A raft in the middle of a desert. No water anywhere. That contradiction was the whole starting point — I liked the idea that a scene can raise a question before it answers anything.

So I built the environment around that question. Where did the water go? How long has this thing been sitting here? I kept the layout open enough that your eye wanders — the rocks, the dry terrain, the empty space that used to be something else. Nothing spells it out, and I wanted to keep it that way.

It's from one of my free environment packs. I've been circling back to my older stuff lately and tightening the boring-but-important parts — LODs, collisions, a scene that's ready to open and use instead of just a nice render.

https://emaceart.itch.io/raft-on-the-desert

Curious what kind of story other people would tell with a setup like this. If you use it, show me

u/EmacEArt — 12 days ago

A screenshot from one of my recent environment scenes — a stylized volcanic valley

I spend a lot of time creating individual models, but the part I enjoy most is when I start putting them together into a complete place. That’s when they stop feeling like a collection of assets and start working as an actual game environment.

With this scene, I mainly wanted the composition to guide the eye and make you curious about what’s a little farther ahead — behind the rocks, around the corner, or beyond the next section of the terrain.

This is part of one of my free environment packs. Recently, I’ve been going back through some of my older work, cleaning it up technically and improving things like LODs, collisions, and scene setup so it’s easier to actually use in a project, not just look good in screenshots.

Free Low Poly – Lava Plants [Godot,Unity,Blend] by EmaceArt

If anyone ends up using this pack in their own project, I’d genuinely love to see what you build with it. 🙂

u/EmacEArt — 13 days ago
▲ 23 r/godot

[FREE] Lava Plants — stylized low-poly volcanic flora, now on the Godot Asset Store!

itch.io:
https://emaceart.itch.io/lava-plant

I’ve brought another one of my free asset packs to the Godot Asset StoreLava Plants, a small stylized low-poly set made for volcanic, alien and fantasy environments!

The Godot version is ready to use out of the box, so you can just drop the scenes into your project and start building.

The pack includes:

  • 22 ready-to-use plant and prop scenes
  • 3-step LODs for all models
  • Optimized low-poly geometry
  • Editable color texture for quick palette changes
  • Emissive lava materials
  • Demo scene included
  • GLB, glTF, FBX, Blender, Unity and Godot versions

Great for lava caves, craters, toxic lakes, alien worlds or magical biomes.

Godot Asset Store:
https://store.godotengine.org/asset/emace-art/lava-plants-free-low-poly-pack/

Completely free — have fun with it, and I’d love to see what you build! 🌋🌱

u/EmacEArt — 13 days ago
▲ 58 r/godot

[FREE] Fantasy Medieval Houses & Props Pack — now available as a Godot project!

I’ve updated my free Fantasy Medieval Houses & Props Pack with a ready-to-open Godot project version!

You can now download the project, open it directly in Godot and start building a medieval or Slavic-inspired environment without configuring everything from scratch.

The pack includes:

  • 80+ unique low-poly assets
  • Modular houses, interiors and props
  • Prepared LODs and collision meshes
  • FBX, glTF, Blender, Unity and Godot versions

Download it for free:
https://emaceart.itch.io/free-fantasy-medieval-houses-and-props-pack

u/EmacEArt — 15 days ago

[FREE] Fantasy Medieval Houses & Props Pack — now available as a Godot project!

I’ve updated my free Fantasy Medieval Houses & Props Pack with a ready-to-open Godot project version!

You can now download the project, open it directly in Godot and start building a medieval or Slavic-inspired environment without configuring everything from scratch.

The pack includes:

  • 80+ unique low-poly assets
  • Modular houses, interiors and props
  • Prepared LODs and collision meshes
  • FBX, glTF, Blender, Unity and Godot versions

Download it for free:
https://emaceart.itch.io/free-fantasy-medieval-houses-and-props-pack

u/EmacEArt — 15 days ago
▲ 3 r/devblogs+1 crossposts

I’ve been a Level Artist for 15 years, and if there’s one thing that consistently killed my creative flow, it wasn't the complex shaders or high-poly bakes—it was the fences.

https://reddit.com/link/1szrivx/video/e2kf8dr5sayg1/player

While working on my current project, Survival Machine, I became obsessed with the idea of fences as "silent narrators." To me, a fence isn't just a collision box or a boundary; it's a piece of environmental storytelling. You see a rake leaning against a post, and you know someone was just there. You see a reinforced palisade, and you feel the proximity of a fortified town. A high stone wall isn't just a mesh; it's a psychological barrier that cuts the space vertically, building tension or a sense of monumentalism before a player even reaches the gates.

SurvivalMachine

During production, I wanted every leading line to be perfect. I used horizontal fences to stretch the horizon and offer pastoral peace, then used verticality to dictate where the player's eye should rest. But doing this manually, meter by meter, while fighting a limited pool of models, led to massive burnout. You can actually see it in some regions of our game—areas where the fencing is sparser or missing. That wasn’t an aesthetic choice; it was the result of sheer exhaustion from manual placement and the lack of a tool that matched my intuition.

I realized I didn't need another heavy, over-engineered plugin filled with "perfect" features I’d never use. I needed a lightweight "artist’s brush."

https://preview.redd.it/r0x59y78sayg1.png?width=1920&format=png&auto=webp&s=c3894388ac90038df87e122e225ba8973f9eeb99

https://preview.redd.it/9stljuaasayg1.png?width=1920&format=png&auto=webp&s=15eabd316df6a11d6cadc1233a1b22da1d77ea07

So, I built my own spline-based system called Easy Fence Brush. The goal was simple: it had to respect terrain slopes without warping geometry and allow for a "weighted probability" system. This let me set a "hero" segment at 100% and sprinkle in damaged variants at 20% to get an organic look instantly. I even ended up modeling over 150 thematic segments to make sure I’d never feel limited by a small asset pool again. The most important part for me was the non-destructive workflow—being able to "paint" the narrative in preview mode and only "baking" it to static geometry once the composition felt right.

https://preview.redd.it/2hawe13btayg1.png?width=1920&format=png&auto=webp&s=5a064a9b85801d2be11a8c3a75424eab8c9fea5d

https://preview.redd.it/ngy1f24fsayg1.png?width=1920&format=png&auto=webp&s=108aec70e882e0991f03dd0c7137ce312882dfb1

I’ve decided to share this tool and the library (Roadside Tales Pro) with the community. It’s a project built out of necessity and a decade of level art frustration.

I’m curious to hear from other environment artists: what are your "silent heroes"? Those tiny details you spend way too much time on because they just make the scene?

I'll be in the comments to talk world-building and composition. I’ll also drop the links to the tool and the game there for anyone who wants to see how these leading lines look in action.

reddit.com
u/EmacEArt — 4 months ago