A couple of tombstones and a cauldron.
It's late, even with the updated deadline, but this is what I had around 11pm last night when I was trying to take a decimated version of the tombstones and bake the details down.
The Mary tombstone has 157,579 vertices and 334,106 polygons.
The Rover tombstone is 268,311 vertices and 536,622 faces.
I did try baking these down, but, Rover, in particular, was tricky. With the hollow around the mouth and nose it was difficult to get the normal map baked to look right.
For both the Tombstones the material is a relatively simple vertex attribute with dirty vertex colors and a little bit of hand painting for the cracks and text. It shows up in Godot, but I did not UV unwrap or bake any textures.
For both tombstones I started with a very low poly, clean, tombstone with no cracks or details using regular box modeling with mirror modifiers, bevels, etc. I largely followed Kent's tutorial: https://cgcookie.com/live-streams/sculpting-a-spooky-gravestone-with-blender
I sculpted the details after that. I found it tricky to get "light" sculpted edges, so I went a bit overboard with the weathering. I mostly found clay strips and the crease and sharp crease brushes worked best for me.
The cauldron has 124,772 vertices and 124,702 faces with the modifiers applied.
I got a bit carried away with my Victorian Crematorium. That's really not done. At some point I probably should've put that on hold and finished these 3 assets instead.
The last three images are what the assets look like in game. The cauldron and crematorium, in particular, need their materials. The tombstones kind of work for the cartoony look with just the vertex colors, which Godot picks up.
The tiles on the crematorium are instanced down to 6 unique tiles for the full tiles. Anywhere there was a roofline I had to cut tiles, like at the corners of the roofs, those are unique tiles. Ironically it's not easy to get "GPU Instanced" objects into Godot, so as far as Godot is concerned every tile really is unique.
The first image was a scene I threw together to showcase the objects in Blender.
The crematorium, unfortunately, is really unready. It definitely needs its materials, and those have not been done in a game ready fashion. 899,349 vertices and 866,349 faces. 14,014 unique objects.
That is a cool house. I wouldn't move in because is haunted, unlike Comn I am afraid of ghost.
I’d move in if it were for sale. I don’t care if it’s haunted