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3DForge Exteriors

Discussion in 'Works In Progress' started by S4G4N, Apr 6, 2015.

  1. magique

    magique

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    Looks nice. Is there a forum thread for this somewhere? Has anyone tried this and can report on performance?
     
  2. virror

    virror

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    That river asset looks awesome for sure!
    Thanx for the tip.
     
  3. S4G4N

    S4G4N

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    He also released this late last week. Advanced Rock Pack 1 Also at a nice launch discount as well
    They are not just basic rocks, check the videos and you will see why.
     
  4. virror

    virror

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    No news actually related to this asset or your work? : D
     
    S4G4N likes this.
  5. S4G4N

    S4G4N

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    Will post here the moment I have lots to show
    Just when I see decent packages that I think others can benefit from, specially if they on launch sales, don't want others to miss out
     
    Whippets and Acissathar like this.
  6. virror

    virror

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    Yeah, i like that. The river asset looks amazing : )
     
  7. snacktime

    snacktime

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    So last resort thought I'd ask here.

    At certain angles when I get a certain distance away, I start getting these wavy black artifacts as you can see here.

    I dropped this into a new scene also to rule out my color grading/lighting/post effects, but same issue. It's not as noticeable in stock unity lighting but it's still there. This is with linear/deferred.

    upload_2017-10-29_15-21-51.png
     
    S4G4N likes this.
  8. S4G4N

    S4G4N

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    I would also like to know, so let's see what answers comes back.
    Maybe @Olander or someone else knows :):)
     
  9. magique

    magique

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    I've been doing some testing lately with the Vegetation Studio beta, CTS, and some other assets and decided to put a few village exterior buildings in a scene.

    upload_2017-10-29_20-55-19.png
     
  10. S4G4N

    S4G4N

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    Hi @magique

    Thanks for sharing this cool screenshot, I love seeing what users are working on.
    Please share more when you have to show :)

    Cheers
    Cobus
     
  11. Olander

    Olander

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    I'll take a stab at it. :) You can see in the pic that it is a 'Plane' of something doing it. So it is indeed a camera effect of some kind.

    So let's make certain you have the right camera and lighting set up.
    Camera:
    - Camera Clipping: 0.1 & 10,000+
    - Check Occlusion Culling
    - Check HDR (unless specifically not using HDR)
    - Uncheck MSAA (causes artifacts)
    - Use Rendering Path (and try to use Linear Deferred unless for some reason you cannot)

    Shadows:
    - Set to Soft

    Lighting:
    - Make certain the Directional Light never goes Above 1.5 or below 0.1-ish. If using two different colors of directional light (or more even) use only one and switch between them at 0.1-ish
    - Set your Environment Lighting to Gradient
    - Sky Color: 6F6F6F
    - Equator Color: 5B5B5B
    - Ground Color: 000000
    - Fog: Minimum no less than 50 and max to 1500 (this is Atmospheric Scattering now....not actual Fog)
    - Fog: Linear and color to 666C719A

    Post Processing Stack:
    Only use the following. The reason being is that artifacts and strange things happen with the others.
    - Anti-Aliasing: FXAA Default
    - Bloom: Intensity low-ish 0.1
    - Color Grading: Calibrate the Blue Channel R: 0.2 B:-0.05 G: 0.85
    - Vignette: Intensity to suit your taste.

    A Better Post Processing Stack:
    For a really awesome stack and in the order they should be placed. This stack is just slightly faster than the Unity Post Processing Stack (GTX1060 6gb) and gives a richer/warmer feel overall.
    - HBAO (No Artifacts Out of the Box working)
    - Beautify (from Asset Store). Only thing that is difficult is Depth of Field....use Blur instead.
    - Amplify FXAA (from Asset Store....FREE). Incredible anti-aliasing.

    Lastly....if you are using a Specular shader....Unity Standard Specular....make sure the Specular Color is set to dark at first then calibrate the material from there......start with RGB 15, 15, 15. If you have an actual Specular Map plugged in....temporarily remove that and just use the color. Usually the color actually works better with a couple minor slider adjustments to get the smoothness right. Saves memory as well.

    Try the that and see if it that works.

    I see no artifacts at any angle from the camera. I only use one camera in my scenes as well.

    Cheers
    O
     
  12. virror

    virror

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    Looks like regular texturing resolution artifacts to me?
    Make sure textures have mipmaps enabled and that you are using anisotropic filtering?
     
  13. S4G4N

    S4G4N

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    That other River Auto Material tool just got even cooler. Check out this newly added feature video
     
    florianalexandru05 and magique like this.
  14. snacktime

    snacktime

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    Ok so new unity project with just village exteriors nothing else, so I could play around with setting without blowing up my game.

    You can see the artifacts barely with stock unity setup. Deferred is what really triggers them, and then linear just amplifies it.

    This is the fi_vil_deck_3,0mX9,0m_worn prefab.

    My guess is it's the atlas and dark areas are bleeding in somehow. Why deferred has such a large impact no idea, but I can see how linear would accentuate it more.
     
    S4G4N likes this.
  15. S4G4N

    S4G4N

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    Hey @snacktime

    I will have a look at your thoughts on it, if so, I have the layered Photoshop file easily paint in an averaged brown or grey or whatever the basic colour of each area is as the background colour instead of the black.
    My texture bleeds are quite large as is but if adding this small thing can improve on results I will gladly do this.

    Cheers
    Cobus
     
  16. InvertedCat

    InvertedCat

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    Hey Cobus how are you doing?

    Haven't posted in here for a while so an update what we've been doing with the exteriors package for Lords & Peasants:
    upload_2017-11-5_14-15-42.png

    This Warehouse is build out of Exteriors assets together with some crates from the free interior blacksmith (for some reason the crates from the interiors have very few tris so I love using them).

    If you guys are interested what else we've been doing, check out our Twitter, probably 80% of the buildings are build with the exterior toolkit.

    Cobus, if you ever release more medieval assets or even a payed upgrade of the exteriors package (its pretty awesome you've been doing the updates for free) we will be happy to pay for it.
     
  17. Whippets

    Whippets

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    I have ideas for new packs almost weekly. Probably why Cobus has blocked me.




    (He hasn't really)
     
  18. S4G4N

    S4G4N

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    Hey @InvertedCat

    I have been keeping an eye on your project and love what you have done with the 3DForge assets.
    I love the RTS, top down usage a lot, with them good for FPS games as well, they are now very details for RTS.

    The crated and boxes from the Village Interiors Kit does have way less complex models, having painted the shadows and other details in the actual texture files rather.

    3DForge is venturing into other categories as well, but rest assured, tons of Medieval assets are still coming to the Asset Store.

    Thanks for the support.

    Cheers
    Cobus
     
    TeagansDad and InvertedCat like this.
  19. S4G4N

    S4G4N

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    Block the Great Whippets, never, you part of the family man ;)
     
    Whippets and InvertedCat like this.
  20. Shawn67

    Shawn67

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    So THAT'S why he doesn't respond to me!! I've sent him too many ideas for new packs! lol

    (and yeah, ditto on the "he hasn't really" heheh)
     
    S4G4N likes this.
  21. virror

    virror

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    Looking forward to what you will cook up next!
     
    Shawn67 and S4G4N like this.
  22. S4G4N

    S4G4N

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  23. S4G4N

    S4G4N

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    The Asset Store had a backend problem and this package was not available for 7 days, but is back online again, selling and getting AA reviews
     
  24. S4G4N

    S4G4N

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  25. InvertedCat

    InvertedCat

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    Wow that's an amazing deal!
     
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  26. camta005

    camta005

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    Yeah it's definitely the black background in the texture atlas that is causing the issue, adding an averaged/dilated fringe around the textures in the texture atlas would be a very welcome addition to the pack.
     
    S4G4N likes this.
  27. S4G4N

    S4G4N

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    I agree with you, I have already started with this task for the next update
     
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  28. Whippets

    Whippets

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    It's amazing how many pixels of bleed you can get. You can see why for images of plants and leaves, the aura around the image often extends to the image edges.
     
    camta005 likes this.
  29. S4G4N

    S4G4N

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    Lots of new stuff landing next year !!!

    Just a small Christmas gift to everyone till end of December
    Pine Forest - Winter








    Cheers
    Cobus
     
  30. Whippets

    Whippets

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    New stuff? lots?
     
    S4G4N likes this.
  31. henkesky

    henkesky

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    @AdamGoodrich"
    @Olander
    Hello everyone, am targeting mobile devices but am having some issues with my lightmap baking. Am using village interior by 3d forge. The fps is still very low at 22.0 for most part. The batches reads 266. The set pass calls 176, while the verts and tris are still very high for mobile. How can i improve the performance without ompromising much. I will post my lightmap baking setting below
     

    Attached Files:

  32. henkesky

    henkesky

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    @AdamGoodrich"
    @Olander
    I also want to state that am having another issue with my nav mesh agents. After baking my nav mesh agent, i noticed that some of my character, spun simply hang or stay in a wrong position, while others work perfectly well. I never noticed this problem with unity 5.5 till i upgraded to unity 5.6.4. Please your assistance will be appreciated. Also note that i made sure that the nav mesh agent is tightly fixed on the characters(exactly the same height and size).
     
  33. AdamGoodrich

    AdamGoodrich

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    I am not a lighting expert, so its hard for me to comment, however I do have a few suggestions.

    Consider is using light probes instead of baking on the small interiors stuff from 3D Forge. Also make sure that all non moveable objects are static, except for lightmap static. This will substantially reduce your bake times, and possibly also increase frame rate.
     
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  34. henkesky

    henkesky

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    Thanks @AdamGoodrich, will do as you say. Do you know anyone in your team that is knowledgeable on Unity navigation
     
  35. AdamGoodrich

    AdamGoodrich

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    My team is mainly me, although we are growing. Our specialisation is more terrain based than around the nuances of navigation between unity versions.
     
  36. Olander

    Olander

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    Hey there. One of your main issues is your CPU Thread is 39 to 81ms. You need to get this down to less than 25ms. Which means combining scripts and setting up 'Heartbeats' to execute scripts that only need to run on slow intervals. 16.7ms is close to 60fps which is the ultimate goal/benchmark. Sub 25ms is fine though for most things happening in a scene and looks fine while in game playing.

    Also the Static Object really helps with light baking but during play mode I have not really seen that much of a difference. The caveat here is I am developing on Desktop not Mobile...so it could make a difference. May as well do it (I do this when setting up my Non-Motion Placables) since it helps with building and Unity's calculations...probably shadows as well behind the scenes.

    3DForge Verts are not an issue for Mobile. The 4096 HD texture atlases though could be. Simple matter to resize them. I am not certain that 3DForge stuff has been set up for Static and you must go in and do this. It is a really tall task to go through this monster library of models and update all of the prefabs/models. I actually exported them all in OBJ and made blender files of every model...fixed naming, material(s), and UVs so that I could break up the atlas. This is beyond the norm but is required for heavy optimization of the => Material/Shader <=

    Until you get your CPU Framing sub 25ms you will simply continue banging your head against a wall with a very slow/laggy game design.

    Cheers
    O
     
  37. S4G4N

    S4G4N

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    Hey @Olander
    Always good to see you around :)
    Thanks for the reply and assisting @henkesky with his questions
     
  38. Whippets

    Whippets

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    Well written and described
     
    S4G4N likes this.
  39. henkesky

    henkesky

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    @Olander thank you very much. I was on holiday when you posted. I will try it out
     
  40. S4G4N

    S4G4N

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    Hi everyone,

    Something that has been part of future plans are BLUEPRINTS.
    I have just started a new thread that will act as the home for them, just to separate them from the many other posts.
    Please head over there and engage the tread and become part of the exciting journey

    Cheers
    Cobus
     
    docsavage likes this.
  41. TheMessyCoder

    TheMessyCoder

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    Hi Everyone, I uploaded a video of me interviewing Cobus from my live twitch stream I made the other week. Hope you like it. Thanks Cobus for taking the time out and chatting with us

     
  42. S4G4N

    S4G4N

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    Hi @TheMessyCoder , I would like to thank you for the opportunity.
    It was great to take part and engage with you and the users that was online.
    Will gladly do so again in future ;)

    Cheers
    Cobus
     
    InvertedCat and TheMessyCoder like this.
  43. S4G4N

    S4G4N

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  44. S4G4N

    S4G4N

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    When LOVE is in the air, how can you keep the two apart ?
    Maybe you have one or neither at all. Now is the time to grab them at a nice discounted price.
    The Village Interiors Kit & Village Exteriors Kit are both on a HUGE -25% discount Valentines SALE 14-21 Feb





    * Don't forget to STAR rate your 3DForge purchases

    Cheers
    Cobus
     
    JBR-games likes this.
  45. S4G4N

    S4G4N

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    JBR-games, Adrad, MrDude and 2 others like this.
  46. Censureret

    Censureret

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    Hello so i have both the interior and exteriors kit now i wish to combine them to create houses and more. However i have a few problems and concerns that i hope you will be able to answer.

    1. Double sided walls - I have been unable to find double sided walls (where there are wall material on both sides) currently this means i have the place two walls to build one (one on each side) is there anything i can do with this?
    2. Floor grid vs wall grid it seems that some of the walls and floors have different sizes. I have to build within your house grid such as 5x8 or 3x5 which however the walls in all of the different categories doesnt fit this grid which means i have to use a small wall which is only avalible in stone (for the width)
    I hope you will be able to answer these questions.

    Thank you in advance also if you have some examples of houses that are built with both packages it would be much appriciated
     
    S4G4N and Duffer123 like this.
  47. S4G4N

    S4G4N

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    Hi @Censureret

    I just wanted to make some images to help explain the basic system used with the Village Interiors & Village Exteriors Kits.
    First of all for anyone that would want to use any one of them standalone and then as you have indicated some clarity of how to use together.

    1. The Village Interiors Kit was designed to be used Top Down or FPS.
    With this in mind, the black outside facing faces was added at the time so that you would not look into the interiors from the outside with see through walls.
    When the Exteriors Kit was done later they received the Exteriors facing faces.
    The reason is that you surely would not want to load unwanted data that would not be required, but rather let that becomes relevant when buildings are entered and then only spend recources towards them.
    2. If I understand your question correctly then I trust that the below would have clarified that and you will now understand the grid system of the packages both ?

    The first most important very basic thing to know is that the interiors Walls sits ON TOP OF the floor tiles, they do not snap onto the sides. This provides that the package is 100% modular and can easily work with many of the tool sets like Octave3D.
    *** I have added a cool YouTube clip at the bottom that shows this great tool in action with the Village Interiors Kit.


    Once you have constructed your interiors you can drag and drop in and build the rough shape represented by the supplied CORE blocks. Drag and drop the Core blocks into the Hierarchy, not just into the scene for very helpful reasons as explain further down ;)


    Snap/add walls using Vertex snapping onto the CORE blocks
    *** YouTube clip supplied at the bottom as well with other helpful tips
    Add wooden frame as explained on image below.
    Add roof of choice.


    CORE blocks can be hidden or deleted and Interiors contents snapped into place.



    Octave3D Clip showing Village Interiors Kit and Village Interiors Kit usage.


    Vertex snapping YouTube clip (skip to 1:00)


    Combo examples of the in use:
    Premium BLUEPRINTS and other to also download
    Also grab the FREE Sword & Shield Inn to use and learn from

    If you have any more questions, please feel free to ask here, me or many of the other users would gladly assist in getting you go and have fun.

    Cheers
    Cobus
     
    Last edited: Feb 17, 2018
  48. GrassWhooper

    GrassWhooper

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    more of posts like these that contain tips and tricks, would be really cool not just on the exteriors x interiors kit, but also maybe other combinations too?(sewers x interiors or maybe even caves x sth else) :) (even though i am 3 months late sorry :D )

    i must say, even though, i kind of used the asset quite a bit, and made 2 large levels using it, reading this one post of yours really helped me "arrange" things better in my mind, what i did was basically keep fiddling until it worked now it makes sense how they work with each other

    just passing by to say that.
     
    Last edited: May 2, 2018
    S4G4N likes this.
  49. Whippets

    Whippets

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    Awesome post Cobus. That's what continuous support and customer care looks like.
     
    S4G4N likes this.
  50. InvertedCat

    InvertedCat

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    upload_2018-5-10_12-47-39.png

    Currently experimenting with shifting the overstanding frames around instead of always having them centered. This breaks up the squared structure and introduces some variance, perfect for the tavern building.