Thanks for all the kind words!
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stiles</a> It is indeed as Necora says, nothing more complicated than adding one line of code per mesh into the template. I already have all of these working ingame.
I'm currently only focusing on those area's where I feel that there is a lack of diversity, which are mainly the wild growing resources. I don't plan on replacing the trees or the crops for example. I will be looking at other ways to improve the natural feel of the environment though, so I'm not excluding anything either.
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Necora</a> <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/3183-ketchup/&do=hovercard" data-mentionid="3183" href="<___base_url___>/index.php?/profile/3183-ketchup/">@
Ketchup</a> For the most part I get the textures from photographs of flowers, leaves and stem, which I then cut out, polish and simplify. For common plants such as these it's pretty easy to find free pictures to use.
As for the polys, I managed to keep most of them under 200, which I guess should be more than ok. The only ones that are perhaps a bit steep are the seedbearing dandelions, as I used two spheres to make each flowerhead. The 3-head variant has over a 1000. How many polys would you guys say is too much for a mesh like this?