Glowing Mushrooms Pack: 12 Bioluminescent Sci-Fi Fungi
What's in the download
- GlowMush_Blender_FBX.zip: GlowMush_Pack.blend (Blender 5.2, procedural glowing materials, works with no textures), GlowMush_Atlas.fbx, GlowMush_Single.fbx and a README.
- GlowMush_Textures_Atlas_4K.zip: one 4K texture set shared by all 12 mushrooms.
- GlowMush_Textures_Single.zip: a separate texture set per part (caps 2K, stems 1K).
Maps: BaseColor, Emission, Roughness, Normal (OpenGL), Opacity, BaseColorAlpha, MetallicSmoothness (Unity), ORM (Unreal). All PNG.
Two versions, pick one
- Atlas ("Together uvs" collection / GlowMush_Atlas.fbx): every mushroom uses the same 4K material. Best for games: one material, fewer draw calls.
- Single ("Not together uvs" collection / GlowMush_Single.fbx): each part has its own 0-1 UVs and texture set. Best for close-ups or if you want to re-texture one mushroom.
Blender
Open GlowMush_Pack.blend and render in Cycles or Eevee. The glow comes from emission, so turn on Bloom (Glare node set to Bloom in the compositor) for the best look. Use a dark world to make them pop.
Unity (URP Lit)
- Import the FBX and the matching texture folder.
- Base Map: BaseColor. For the torn ring/flap parts use BaseColorAlpha and tick Alpha Clipping.
- Metallic Map: MetallicSmoothness_Unity, Source = Metallic Alpha.
- Normal Map: Normal (set the texture type to Normal map).
- Tick Emission, map = Emission, intensity about 2-6. Add a Bloom override to your Volume.
Unreal
ORM_Unreal: R = AO, G = Roughness, B = Metallic. Flip the green channel of the Normal map (Unreal uses DirectX). Plug Emission into Emissive Color and multiply for brightness.
Specs
12 mushrooms, 30 parts, 8,928 triangles total (512 to 1,824 per mushroom). Real-world height around 6-10 m, scale them down for normal-size mushrooms.
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