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Cartoony Monsters Pack [Webplayer]

Discussion in 'Works In Progress - Archive' started by kalamona, Apr 8, 2012.

  1. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    Hello,
    I am working on a monster pack in my free time. It will be available in the assetstore. The theme is cartoony, a bit wow-ish, but perhaps even less serious. Currently it has 3 mob type, and each monster is animated (idle, move, attack*2, being hit*2, die, +some additional anims for each monster). Monsters have at least 3 texture variations.

    I am interested, what is your opinion, what more is needed. More mob types? (raptors, lions, various insects, earth elemental, golem, robot, etc) More animations? Maybe some environbent objects related to these mobs? Please post your opinions in the comments.

    Anyways, here are the pics, and the webplayer demo:




     
  2. emannazir

    emannazir

    Joined:
    Jan 28, 2012
    Posts:
    138
    are these free?
     
  3. aixaix

    aixaix

    Joined:
    May 7, 2010
    Posts:
    523
    they look amazing!
     
  4. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Ahah they are great!
     
  5. Roidz99

    Roidz99

    Joined:
    Jul 8, 2010
    Posts:
    198
    I think you summed it up... all these look smashing ! Animations seem to be more then ok for normal enemies.
    Perhaps some giant bosses that might spawn the little ones ?

    Great work !
     
  6. ivanzu

    ivanzu

    Joined:
    Nov 25, 2010
    Posts:
    2,065
    They look nice but what are this cubical things on the images,maybe rigs?
     
  7. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    Hello,
    thank you for the encouraging.

    emmanazir: No, they won't be free (maybe I will make one monster free, and the rest of the package paid, so the customer can try it whether it works for its project or not). Price is not yet decided, I am thinking 20-30$ per mob or so.

    ivanzu: yes, they show the rigging. Most notably the number of bones. I know it is not very informative yet, in the final product, these will be showcased better.
     
  8. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    Last edited: May 15, 2012
  9. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Very very nice works (and price). ;)

    JP
     
  10. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,209
    Excellent work!
     
  11. glom1envisage0

    glom1envisage0

    Joined:
    Apr 3, 2011
    Posts:
    167
    They're really cool, good work.
     
    Last edited: May 15, 2012
  12. ppan

    ppan

    Joined:
    May 11, 2012
    Posts:
    53
    Awesome.
    There are still to few nonHumanid, cartoony characters in the assetstore.

    I really appreciate that you tell the number of the tris and the bones and show us the geometry of your models.

    That should be standard at the asset store.
     
    Last edited: May 15, 2012
  13. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
  14. Train

    Train

    Joined:
    Apr 22, 2008
    Posts:
    344
    This pack looks soo cool. Very good job. 5 stars!
     
  15. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Nice, are you using 3ds max CAT for rigging?
     
  16. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    No, just simple objects as bones. I don't have CAT since I have an older version of 3ds max.
     
  17. janpec

    janpec

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    Jul 16, 2010
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    What does that mean o_O? You just model objects on your own and assign them as bones?
     
  18. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    Well, yes. However I wouldn't call it "modelling bones", more like "putting down a box and extruding the faces a bit" :) On the Animations tab there are the Bone Tools, there you can set it to be a bone, so it will get exported to the FBX file as a bone and not as a model.

    I found this method very good compared to the bones that max offers by default, since it is much easier to select, see, judge the size, shape, etc. I have multiple commercial games under my belt where I used this method, and never had any problems with it; I've read it in an old tutorial quite a while ago.

    However new maxes might have better solutions; this was done in 3ds max 9 (not 2009).