HUNT: Horrors of the Gilded Age

I created most of the vegetation seen in the screenshots while working closely with the leads to achieve a visual fidelity that was desired. Texture and poly budgets varied. In the case of the trees they are over 3k polygons but transition out with heavily optimized LOD's (20-13% their original count) and used X-trees for the last LOD.

Grass was a different story due to unique features of the Cryengine itself allowing for thousands of instances, thus rendering LOD's inconsequential so as much detail as possible had to be baked to textures without adding too many polygons.