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3D Modular Dungeon Catacombs

Discussion in 'Art Assets In Progress' started by florianalexandru05, Nov 12, 2021.

  1. creat327

    creat327

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    this looks amazing, any chances this can run decently on a mid level mobile device?
     
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  2. florianalexandru05

    florianalexandru05

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    Hei, maybe this could be an indication for (Mobile version) you: https://assetstore.unity.com/packag...geons/modular-dungeon-catacombs-mobile-212016

    This pack is going to be more high poly than the mobile one. I think it could run with the proper optimization but from what I tested it eats a few fps on lower-performant PCs but that's without optimization so we'll have to wait and see till it's finished and optimized. I'll do the final optimization at the very end. So far the vegetation is the main fps killer but I'm working on it.
     
  3. Jesper-Nielsen

    Jesper-Nielsen

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    I'm super impressed with this. When you say you think it's a bit too realistic I totally know what you mean.
    I know for sure it will be a little too realistic for my project, and I'm a fan of your high-quality handpainted style (whether or not it's based on photos or not is not important)
    Perhaps release those as separate photo-realistic packs and do an overpaint or something to make them match?
     
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  4. creat327

    creat327

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    Yep I already have that package. I was wondering whether this one would be mobile optimized too. I like the grass and vegetation.
     
  5. florianalexandru05

    florianalexandru05

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    Making the ground substances now. Still WIP because I will add a few more details like fallen leaves and such.

    GraveyardNeedleGround.jpg

    GraveyardNeedleGround2.jpg
     
  6. vintage-retro-indie_78

    vintage-retro-indie_78

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    this is phenomenal work // either it'd be a privelege to buy these content, or support the artist on Patreon . . .

    amazing work, makes also life easier for Unity - devs, it's very, very photo - realistic, also detailed . . . .
     
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  7. florianalexandru05

    florianalexandru05

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    Thank you for the comment! I'm hoping to finish this pack in a few months, it's pretty ambitious but I'm pushing through. I haven't found a good reason to open a Patreon yet so buying the package is enough for now but I will consider Patreon when I have made more high-quality content! :)
     
  8. vintage-retro-indie_78

    vintage-retro-indie_78

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    is there any way you could make a PS2, PS3, and PS4 quality version, of these things, sort - of bit more low - poly, and perhaps a few less textures, right now looking for PS2 - quality content for prototypes, and PS3 - quality for a video - game, not sure it'd be easy to perhaps make something optimized for a few different platforms . . .

    anyway, it's because specifically make retro - content, think it might take a few hours, also perhaps to lower resolution of the textures, so it looks bit more retro, and then also release a retro - quality version, anyway going to get the stuff as it is, however not sure it could be done . . .

    no matter what, going to get this content, if nothing else to just make a few levels with it, not sure there's some modifiers in Blender, and one could for instance make the textures from 2048 x 2048 to 512 x 512, to quickly make a retro - style package, that also might get customers, that's technically what need for my titles atm, because can't make more than PS2 - PS3 quality 3D models for characters, or buildings, etc etc . . . .
     
  9. vintage-retro-indie_78

    vintage-retro-indie_78

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    amazing work, and no matter what going to get this, say it's flawless stuff // thank you, for taking the time to make this, and yea, it's stunning work . . .
     
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  10. florianalexandru05

    florianalexandru05

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    I'm assuming that what you mean is making the textures look more pixelated or stylized which I think I'm not going in that direction with my art but you can surely do it, a quick way would be to go into Unity and just set the texture size to under 512 or lower and turn off the filter mode of the texture to "point no filter" if you want a pixelated look. The whole point of making textures at max resolution is that people can downscale later. I used to make more stylized stuff and I'm moving away from that but I might make some more stylized packages later down the line.
     
  11. vintage-retro-indie_78

    vintage-retro-indie_78

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    ohhh, thank you, never thought could just make the texture smaller myself, for sure going to get a few forest - tree packages, it's almost easier to do that stuff oneself, and one can get the 100 % resolution, wow, think understand what it is could do, also #thx . . . .
     
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  12. florianalexandru05

    florianalexandru05

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    Photoshop preview of my grass material wip!
     

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  13. florianalexandru05

    florianalexandru05

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    Some grass renders in Unity.

    screen_3840x1818_2023-03-14_19-53-11.jpg
     

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  14. florianalexandru05

    florianalexandru05

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    Has been a while without any updates but I have been working like mad on this. For now, I can only show a quick idea of how the art style will be. Please excuse the unfinished trees!

    screen_3840x1818_2023-04-27_23-12-22.jpg

    screen_3840x1818_2023-04-27_23-09-27.jpg
     

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  15. florianalexandru05

    florianalexandru05

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    And here are some extras.

    Sculpt_A_05.jpg
     

    Attached Files:

  16. creat327

    creat327

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    when do you think it will be out?
     
  17. florianalexandru05

    florianalexandru05

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    To be honest I wanted to finish this in less than 4 months but now I'm not so sure anymore, trees and plants take the most time to make and I'm really slow at it. The good news is that I finished most of the exterior and interior.

    ◉ In general, as far as model assets are concerned I'd say it's more than 75 to 80% done.
    ◉ Regarding vegetation, I only need to make 2 more species of trees and a few bushes.
    ◉ I'm also reworking my vegetation shaders and making new ones for nature assets and I'm completely reinventing them and coming up with new concepts. I'm also collaborating with someone on developing new ways to shade PBR foliage for all Unity RPs so it's not just me on my own with this. I would like to remake my vertex wind on top of that. These shaders will be jam-packed with lots of features and you will have the option to turn them on and off in shader.
    ◉ With optimization I'm doing my best despite the high triangle counts of my assets, some trees are over 20 to 30k so they are mid-poly range but there are LODs under 15k and below. I'm also adding shadow proxies on vegetation to increase the performance further and apply other techniques.

    I think this project has been a bit too ambitious but I would say it's more than 78% done!
     
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  18. creat327

    creat327

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    i just loved the grass so i was wondering if there was a way to get that. I have another of your packages but that grass looks fantastic
     
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  19. florianalexandru05

    florianalexandru05

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    I just remade my foliage shader and fixed some glaring performance issues. At first, I thought it was just overdraw doing this but turns out the fake translucency was mostly to blame for the unexplained frame rate drop in certain angles. Now all foliage should work at 60fps perfectly with 4M triangles. I simplified everything and came up with a new technique to make translucency without light attenuation nodes in built-in deferred and have it occluded by shadows. I can't believe no one thought about this yet but it seems to work, not perfectly, this is still in alpha. I won't give away the secret just yet but it has something to do with Ao. Before, my shader used to glow in shadows. There are no coding or special nodes, just a funny workaround in Amplify shader.

    tRANSLUCENCY.jpg
    screen_3840x1818_2023-05-19_14-57-38.jpg
     

    Attached Files:

  20. creat327

    creat327

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    looks good, i wonder how that works on mobile version (the grass)
     
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  21. florianalexandru05

    florianalexandru05

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    After I finish my shader I'll make some performance tests! I'm working on the wind, the last stage of the shader.