Hi!
I was able to get access to a laptop, but it was too low-end to run Blender and the Blender would crash every time I open it, so I wasn't able to fix the issue today. I'm hoping to have better luck with a different computer tomorrow
Hi! They might just appear higher poly count. I actually spent quite some time reducing the mesh details even further for many of the previous stuff where it's visually not noticible, and following the same rules for the new stuff.
Some items containing cylinders now do have a few more triangles, because I changed the way I split circle shaped faces into triangles, so I could select the loops with just one click, thus making it easier for me to work with. But the additional triangles are not substancial.
Really nice. I've been using mesh-lite previously, but this is way way better.

I'd like to suggest new animated effects: heartbeat, differently colored variants for the star power filter, pixelation, blur, vertical shrink into a horizontal line and back to original, bubble deform, color inversion pulse.
Hi! Thank you! The renders were made in Blender. The scenes aren't included, but the source files (.blend) come with each 3d asset pack, and might have the same render settings used in the rendering of the showcase images, which could be used as a reference (more or less) while setting up the lighting and the post processing settings in the game engine.
If you're looking for more references, or inspiration - I recommend checking out the gallery of games featuring my work: https://pizzadoggy.itch.io/the-galery
Hi! If it's about the overall appearance, different game engines might use different render engines, or varying default parameters for the scene lighting. A different lighting setup and a post processing layer adds a good bit of additional variation on the "vibe" of the environment.
Some 3d assets might also have a slightly different geometry than it is shown in the showcase images, because this asset pack is still in development, and I'm coming back to the previous 3d models that I'm not completely happy with, and making some tweaks, or rework them all together. The showcase images on this page might be behind an update or two.
37 panoramic skyboxes, and counting.
β’ Strong atmosphere and sharp color palettes.
β’ Suitable for retro-like and modern games.
β’ Quick way to juicify the visual identity of your game world.
Hi! Thank you!
It seems to still be there in the "textures" folder, named: "wall_6".
It's possible that I have changed the texture of the modular walls to some other texture for the most recent update, but I see I didn't remove the previous texture from the folder, so you can simply assign that texture to the shared material of the walls inside the game engine that you're using.