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Medieval Character Pack (MCP)

Discussion in 'Assets and Asset Store' started by darkeyes, Aug 28, 2014.

  1. WindraX

    WindraX

    Joined:
    Jun 3, 2015
    Posts:
    1
    Hello there,

    I am thinking on buying your pack for a game but, I'm not sure if I'll be able to use it like I want. What I would really want is a base character model (almost naked if possible) on which I could add armor/weapons/tools/shields (the ones you got in the pack are good, I would also like to add new ones). But as it seems, your meshes are all premade with armor on them, there doesn't seem to be a way of removing it.

    I know it's asking a lot, but would it be possible to make one mesh almost naked (one of the knights for example) so that it would be possible to add/remove armor at will?

    Also, I think your pack is really awsome and honestly I'm wondering why it's price is so low, I would pay a little bit more for all thoses meshes/animations. I think the amount of work you've put on this pack and that you are still putting into it is worth more than 20$, that's just my opinion.

    I thank you for your time and I would be really glad to see a fully customizable character mesh in your pack, if possible.

    Thank you,
    WX
     
  2. darkeyes

    darkeyes

    Joined:
    Oct 21, 2011
    Posts:
    54
    Hi WindraX,

    When first designing the Medieval Character Pack I did originally set up a system with a mostly blank character that could have armor items added. But after some testing I found it just too time consuming, difficult, and not particularly efficient to make individual pieces that could work well on the different models.
    Since that time other options have appeared that may be able to do what you are looking for:
    UMA - seems to be the most popular at the moment with lots of work and community contributions been made.
    Ubrin - looks pretty promising.
    Fuse - Mixamo's software for constructing characters (Although I think their models are a little high poly ;P)
    For the immediate future MCP will continue to be meshes with pre-made armor/clothing but for future packs I may jump on to UMA or something similar.

    RE: Price ... As my first AssetStore pack I decided to release a smaller pack cheaper. Then each time I add content I increase the price. It means I get feedback along the way instead of spending a huge amount of time and effort making something before releasing it and hoping people like it - in return it means people who buy it earlier on effectively get the updates for free. Overall it has been a pretty good experiment so far with a fair few people giving useful ideas and suggestions :)

    RE: Timeline ... apologies for the lack of updates the last month or so, I've had to put MCP on hold due to work/study/life. I'm also super frustrated because shipping of the motion capture gear I backed on Kickstarter got delayed (Again!) In the meantime I've gotten on with the Unity5 Substances using the new Standard PBR shader - still striking a balance between flexibility vs ease of use but it is looking way better than non-PBR ;)
     
  3. neason080

    neason080

    Joined:
    Mar 30, 2015
    Posts:
    11
    I'm basically looking for something similar to windra. A base character or characters that can be customized at runtime probably via the inventory screen. Something similar to say Icewind Dale for a more visual example. That at the moment is the only thing preventing me from snapping this up like the last slice of cheesecake. It is truly shaping up to be an awesome looking pack. I won't need to commit to purchasing/creating characters yet so I'll definitely keep an eye on this project as well as keep it in mind for future considerations. Beautiful work.
     
    darkeyes likes this.
  4. daddyjordan22

    daddyjordan22

    Joined:
    Feb 12, 2014
    Posts:
    5
    I'm very interested in this and would like to know an approximated time the next update will be released.
     
  5. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,314
    will you make a new package for UMA or update this one ?
     
  6. darkeyes

    darkeyes

    Joined:
    Oct 21, 2011
    Posts:
    54
    For the immediately future this pack will remain as a standalone. Getting these characters across to UMA would be a fair amount of work so would have to be a different pack. I'm also waiting to see what is happening with the Morph3d guys before committing to supporting a 3d party system.
     
  7. darkeyes

    darkeyes

    Joined:
    Oct 21, 2011
    Posts:
    54
    Just replied to your email :)
     
  8. l0cke

    l0cke

    Joined:
    Apr 15, 2012
    Posts:
    438
    Being compatible with UMA means to rig meshes on UMA skeleton and keep equipment shapes compatible with UMA base model. If you dont like how is UMA textured, you can prepare your own body mesh, or retexture UMA base model. It means, that UMA is not giving you any limitatations, but it is giving you "framework" on which you can model whatever you want with luxury of having all character related coding done.
     
  9. daddyjordan22

    daddyjordan22

    Joined:
    Feb 12, 2014
    Posts:
    5
    Thanks. Look forward to seeing your product developments and probably working with you in the near future. :)
     
  10. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,177
    Hi Darkeyes - Are you releasing an updated or new pack at some point, or has this been relegated to the bin for now?
     
  11. darkeyes

    darkeyes

    Joined:
    Oct 21, 2011
    Posts:
    54
    Hi Jaimi,
    I am still working on the next update but it has been slow going with constant interruptions from other work.
    The archers & crossbowmen are almost there - they have their bows/arrows crossbows/bolts set up and I've done the load and fire arrow/bolt animations as well as the equip/unequip bow ones but I still have to do more of the generic walks/runs/idles/etc for these guys. Hoping to get some of those done over the Christmas break.


    Also been thinking some more about having the inter-changeable parts requests and even hacked together some quick code to test some ideas. Things look good so far but still need a heap more work plus a bunch of new content (Eg the MCP are mostly made specifically as single meshes and would most likely require more work to break them into pieces than just to make new parts)
     
  12. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,177
    Looking Good! If you're going to break them up and make individual parts, you might want to consider converting them to UMA (which is free!)

    Thanks for the update!
     
  13. cidiego

    cidiego

    Joined:
    Oct 27, 2017
    Posts:
    17
    Hello
    Is this asset still alive ? I am very interested in those archers. Take your time, but please don't abandon this.
    Cheers
     
  14. darkeyes

    darkeyes

    Joined:
    Oct 21, 2011
    Posts:
    54
    Sorry haven't had time to work on MCP for a very long time - I hope to return to it one day but most likely will not be for awhile still.