I might went overboard a bit with urns… Here is what I did:
And with colors:
I made both base models, broken models and “piles” (collection of already placed models). The first ones are for fine control, the 2nd ones are for ease of use (you just place the whole thing in your level). Here are base models:
And their wireframes:
After modeling base models I prepared 'broken' variants
I was quite careful to keep quad topology for the broken ones:
I did it because of easier time with UVs (I just could have nice strips of quads everywhere). This is especially important on UE side, with static lighting. Even if UE5 went “all in” on lumen and dynamic lighting, it seems that quite a few people are still using static lighting (I asked on reddit^^).
And last, but not least, here are few piles.
And obviously, imported and set up on both Unity and Unreal side.
First Unreal renders
And Unity (from URP)
Seeing the above… I could probably release a separate “low poly urns” pack