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Please, Help us understand the rejection of our package!

Discussion in 'Assets and Asset Store' started by DBar, Jan 14, 2016.

  1. DBar

    DBar

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    I understand. It will be a long ride then. Thank your for your opinion. Im tired to keep fighting reality today, but, thank you friend, i was just a fool to not stop the ball earlier. Your idea of purchasing assets (like other suggested) its a good one but i have other plans. I just believed we could get away with some 3D art to sell, knowing, that we are not prepared at first to do that, then, dreaming that maybe we will in the process, and, as foolish as it sounds, im still sure we will with some post-production on textures (maybe not in this City, this Frankestein experiment almost leaved me in the hospital), at least, not for the entire world, but just for a niche of players that understands that this is just a one guy game. I will find a way, as always, that's sure. :)
     
    Last edited: Jan 15, 2016
  2. DBar

    DBar

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    Ok, so i had this A-ha moment based on this feedback (i digested while dying) while playing some guitar. Maybe i will need to model all the doors and windows (just a tile) (they are a lot, but not so many), then make LODs for buildings (simple geometry with normal map and AO baked from the high-res building). Working from that base using the photographs as a base for modeling, baking normal maps, and again, AO, (sorry, im tired) and at least, the base will look solid and more pro, ok, using photographs to fake a window alone isn't going to work anymore, no matter the "style" of the game. I understood what's so wrong with quality now, in a painfull way, but, i stopped being a foolish :). I was just a coder (and some drawing from time to time) when i started and now im forced to learn 3D.
    I hope to get some update soon about this soon, when i finish game demo and find a client (coding, always coding, i made it here coding freelance) until 3D modeling part get's better). We didn't get approved but im glad to meet some people in the Unity forums. :) :) Day is getting better, slow.
     
    Last edited: Jan 15, 2016
  3. DBar

    DBar

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    Really appreciated for examining my work, your feedback triggered the solution for the low quality feeling, i hope to reach next level someday.
     
  4. GameTechnix

    GameTechnix

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    I agree that you could fix this up with a bit of work. It kind of looks last gen quality.
    I also use photo-textures in my work still. I did a trip around Europe and took a lot of photos for textures while I was at it.
    They need to be high-res and you need to get them tiling neatly. Generating normal-maps from photos can often be ugly, so you may need to paint some detail in (or remove) from your greyscale map before converting it to a normal-map.
    Keep at it, there is still potential there.
     
    DBar likes this.
  5. DBar

    DBar

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    Ok, i found the solution to the problem, but it will take time, thank for your effort in help an stranger in town, i appreciate your kick ass intervention shuting me up with your work. :)
     
  6. hippocoder

    hippocoder

    Digital Ape Moderator

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    I honestly don't understand you, I think it's cultural differences. I'm not trying to shut you up or upset you.
     
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  7. DBar

    DBar

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    Thank you, sir, i will try to learn from your packs to improve, they look sweet and i hope you sell a lot more! :)

    We getted in trouble for trying to do a City (sorry about bad english) in our first submission with all the technical faults we still have as beginners. Im thinking new tricks to save this map from extintion. But maybe we launch our game and this map goes for another game, or maybe not, but one thing i have for sure, it will be a ride....
     
  8. DBar

    DBar

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    Yes, maybe languaje barrier. Im not sad or angry, you helped me i told you, thanks! You helped me a lot hippocoder! :) I told you i will see your work but tomorrow, i will learn a lot from you im sure, i hope you can learn something from me any time if i survive. Nice to meet you and sorry if i was a little asshole, i seriously was having a hard time trying to understand what's going on, my head was spliting and my body shaked, so, i had to rest and not keep fighting reality, what putted my in bad mood was that negative feeling that this has no use to try to fix.

    What i feel was the misunderstunding between us, is that i asked you about what you do, just to know from where the criticism was coming, nothing more, you are a pro and a veteran, again, how i cannot respect that? It's just im trying to do some simple map, not the last AAA demo. But, i will see the trailer, im googling the lastest devices (Samsung AX with Quad Core) but im still not getting how can i put in 1.2Ghz from one CPU all the things you are trying me to teach (that's not a desktop CPU, no matter what and 1.5GB with applications in the background, well, i dont know more than Unity moderators, thats sure, but im trying to learn how to improve my game), maybe i need to use multi-threading and some esotheric techniques (like ShadowRun or ShadowGun pdf), but im not that good and that's why im trying to do just a middle graphics game with no AI at all (just paths) because i have no extra CPU and no way to look for more FPS, no matter how hard i try. So, that's why this experiment, that helped to get better a 3D, it's a financtial failure to me and my team (a big big crash, like going out of the bike with oil in the road) but, it's a well learned lesson (we are alive) and we be better next week and keep doing what we love. Again, you helped in your way and experience to destroy my ego, im glad you did that, because it's not just me in this boat and i was really trying to help the team. :) Now, i did my part well and im sure they will learn from you too, i'll show them the trailer and your work and they will understand this criticism (i hope) to get better.

    What's is REALLY clear is that things have changed from years ago (when i started coding some racing game im still trying to finish) and i need to be up to date, and i will do that. Power man! thks.
     
    Last edited: Jan 15, 2016
  9. DBar

    DBar

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    1.jpg 2.jpg

    Every texture atlas has a size of 6MB (2048x2048), so, 6MBx14 Atlas = 84MB.

    If i put textures in 4096x4096 it will look cool but only on Desktop, except you want to download a map of 190MB to your mobile.
     
    Last edited: Jan 15, 2016
  10. DBar

    DBar

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    Good morning, see my point here.
     
  11. DBar

    DBar

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    Hi, how can i make this look more cool? If i made the photos be more high res, then size for the map will go up. Can you help me a little more?
     
  12. DBar

    DBar

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    Ok, but how much the map needs to be in size? Im using 2048x2048 PNG, size: 6MB x 14 Atlas = 84 MB. Kinda high for mobile, still needs compression, but size will not go down except i put the Atlas at 1024x1024, complicating things more. Maybe you can help us a little more about our "low quality", maybe the SketchFab isn't helping, please see the photos, i need to take this to a more cartoon style and model doors and windows using a better tiling system? We putted all to this map, please help us get better today, the Asset Store Team doesn't answer back (not Caitlin either) and we need to understand if we have ZERO hope or we can get better or if you are ZERO interest in this because you prefer to show a map that looks cool but will never be the same in mobile.

    I mean, if the Asset Store Team asks us for that, we will know what to do, but how to contact them? Please help.
     
  13. DBar

    DBar

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    Hello, can you see the photos in the end of the thread? How can we improve the textures? If we go up in Size, Map will go to more than 100MB in Mobile, right now they are at 2048x2048, i can show you the Atlas. Maybe the SketchFab isn't well done, can you tell me if you think the same about the screenshots?
     
  14. MarkD

    MarkD

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    I must agree with @shaderbytes. Even though everything might be neatly atlassed, the resolution is simply to low. Even if it is meant for web or mobile. Remember that in the guidelines state to always deliver the highest quality textures with your assets, it is up to the users to decide how much compression or reduced quality they want to export to their builds.

    If you only deliver the lowest resolution textures, users have no choice what so ever to either provide high quality or low quality textures. Remember that it is easier to reduce quality, than to create quality.

    This is not meant as a bash, but as an educational insight.

    greetings.
     
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  15. MarkD

    MarkD

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    One thing you can do, which I always do when in a limited memory format.
    Is to decide which parts of the scene is going to be close to the camera, or is going to be the focus of your subject. Give that part a seperate map of 2 x 2 k, so that you have more texture space for that focus area. Then everything else that is not important, atlass that on a 2x2k texture, giving less texture space per object for the non important areas.
     
  16. DBar

    DBar

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    Hi! Good idea!!!! You rock!
     
  17. DBar

    DBar

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    Ahhh, i see the problem now, so, we have used the Atlas at double size (4096x4096), yes, i really get the problem now, it's hard to solve because i didn't understood that part really well in the guidelines for sure, i mean, i wanted to deliver something optimiced already because of size, focusing on size. The tiling is a good trick and to do that in areas that looks closer, really good trick.

    Maybe we need to try doing a pack at the highest quality we can achieve and then go back to this one, thank you so much for your help, so appreciated friend. :)
     
  18. GameTechnix

    GameTechnix

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    First of all remove the buildings with the 'rubble' triangle cut. Its just too abrupt. Secondly, pick the good buildings and do some variations of them to mix it up a bit. The ground textures don't look too bad from here.
    Check the scale of your windows to player height, you might need to adjust the texture scaling and that might help improve your texel resolution. Make some shop fronts on some of your buildings along ground level, this will help liven the scene up a bit and add some realism.
    You could add traffic islands with gardens, etc also.

    Good luck!
     
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  19. o1o101

    o1o101

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    Is DBar pulling our leg.....?