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Assets Photoscanned Forest - REMAKE [Asset Store]

Discussion in 'Works In Progress - Archive' started by mikolajspy, Mar 27, 2018.

  1. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    Hello!
    Maybe some of you remember when long time ago I started doing some photogrammetry assets here.
    Well, after about 2.5 years, I realized that "next-gen" I hoped for back then didn't arrived just yet, and they're not too optimized for detailed scenes. With more experience and skills, time to fix that.

    So, I will now remake most of them:
    - much lower polycount: optimized, manual retopology, clean geometry, almost invisible change in quality!
    - better textures, enhanced with Substance procedural tools. With proper Roughness/Smoothness maps.
    - optimized memory - where possible, I will try to fit assets on single 4k/8k texture atlas set without losing too much quality.

    I started with my bestseller - Sticks Vol. 1 - Photoscanned | http://u3d.as/m8y

    social.png

    3D Sketchfab preview:


    Next up: Mushrooms Vol. 2.
    After all assets from set will be redone, I will prepare showcase scene to prove that they're still great to use!
     
    Mauri and one_one like this.
  2. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    So I started redoing second best selling pack - Forest Mushrooms Vol. 2.
    I managed to get polycount down from ~1k to ~300 tris at LOD0 and still keep recognizable shapes!
    Also, I reworked textures and I'm placing them in three groups of 4-5 on one 4k textures sets. Quality stays the same, or is even higher.

    F.A.Q:
    What does it all mean? Well, you will be able to put a lot more of them in scene, or use more heavy assets elsewhere. It will have huge impact on VR/AR and mobile projects. Also, with texture atlases, disk space will be saved.

    Can I still use them upscaled for my fantasy scenes? Yes, but triangles will be visible, so you can just apply some DX11 tesselation shader or add Subdivision surface modifier in Blender or something similar.

    So far I remade 1/3 of the assets.

    Some WiP screens:
    screen_1920x1080_2018-03-29_15-26-38.png

    Microsurface details!
    screen_1920x1080_2018-03-29_12-40-59.png
     
  3. EbalStudios

    EbalStudios

    Joined:
    Nov 20, 2016
    Posts:
    421
    Looking great, it's interesting how when you go back to an asset after a while you always manage to find some ways of improving it.
     
  4. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    Thanks! To be honest, I'm surprised myself that I can optimize them so much without huge quality drop, in contrary, even rise texture quality higher! Guess it's just more experience and different look how to approach some things :)

    Update: 2/3 of Mushrooms are ready! This time, Substance Painter magic screenshot (what you see on right is none of textures, but full material under lighting conditions). Corrected colors, normals, more details, proper roughness(smoothness) map etc. etc.
    I think the reworked pack will be ready in few days, so you should have it available in around week.
    2018-03-30 18_19_49-Substance Painter 2018.1.0 - Mushrooms22-25.jpg
     
    one_one likes this.
  5. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    It were few days of hard work, but I hope you'll like it!
    Average polycount decreased 3 times. That's right, THREE TIMES LESS! From ~1k down to ~300 with LODs down to ~64 tris.
    Overall package weight reduced from 400MB to... 168 MB ! Quality and performance is even better than before!
    Especially VR and mobile developers will feel the difference, but it will also have big impact on Desktop/Consoles.

    When placed on the ground, you barely see sharper edges from First Person Perspective, not even mention Third.
    social.png

    And, Sketchfab preview of full pack:


    I've already submitted the update, should be live next week.
    I guess now I'll do some better screens for forest terrain materials, and after that, most probably start redoing... stumps or rocks. These are also one of my bestsellers and they're very old and unoptimized.
     
    one_one likes this.
  6. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    621
    Great initiative to update your assets. Looking good!
     
  7. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    Thanks! I hope I can get them to more decent, real game-ready level now :)

    Mushrooms Vol. 2 are now available - http://u3d.as/xLu

    Soo... Originally I planned to only remake promo materials for terrains, but when I tried, I realized, they're also bad, and could be done better. And here's the result!

    My old "Forest Ground Materials". They were taken with not so great camera, but I tried to fix it as much as possible.
    I re-generated mesh from photos, refined the output and baked much more proper maps, which I later fixed and corrected to make it very nice, detailed and seamless.
    Again, I managed reduce package size by about half with using different file format and rise quality at the same time.
    Plus, I've added Roughness and AO maps, in case you'd want to use more advanced shaders, or use it on custom terrain mesh or something.

    I still have to tweak roughness map (has to be made from scratch), but the results are pretty decent I think.
    Here's WiP screen from Substance Painter material view.
    2018-04-01 17_18_12-Substance Painter 2018.1.0 - ForestGround01.jpg
     
  8. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    Remade Forest Terrains Vol. 1 are now available - http://u3d.as/k4Y !
    From what I checked, Vol. 2 and 3 are good as they are, they were made with new equipement and approach to scanning, so I'll just remake screens. After that, I think I'll slowly remake Sticks 2 and Mushrooms 1 before moving to Stumps series.
    social.png
     
  9. mikolajspy

    mikolajspy

    Joined:
    Mar 31, 2015
    Posts:
    288
    Sticks Vol. 2 are ready and live.
    Polycount reduced by half, disk space saved... around 4 times!
    One 4k texture atlas instead of several textures - and quality is even higher. Texel density is very similar to Vol. 1.

    http://u3d.as/xCU

    social.png

    More remade packs soon!
     
    one_one likes this.