Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Realistic Rocks[Released]

Discussion in 'Assets and Asset Store' started by MotuProprio, Jun 6, 2014.

  1. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
    Hi guys, i'm glad to show you a new package for the asset store :

    Real Rocks vol.I
    https://www.assetstore.unity3d.com/en/#!/content/18476
    A collection of 10 large rocks, built following a real morphology.
    The rocks can be used either alone, or to build cliffs or mountains .

    All model Video


    Scene example Video
     
  2. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
    New video to show new formations obtained by combining the individual rocks :
     
  3. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
  4. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Each face of the rock is its own UV space. That's quite a waste of texture If you can optimize it to share UV, it would be much better. Too many 4096x4096
     
  5. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
    Hi Imtrobin,
    i'm not sure to understand correctly your post (my english is not so good).
    But every model at LOD0 have is own texture at 4096, but for LOD1 and LOD2 the meshes are sharing UV to use atlas texture.
    Or are you saying to construct the UV in a way that the face of the rocks will overlap, optimizing the resolution, and the space required?
    Thanks
     
  6. Tiny-Man

    Tiny-Man

    Joined:
    Mar 22, 2014
    Posts:
    482
    Rocks are looking really nice, may I ask what steps you took to create them?
    I.e sculpt etc.
     
  7. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
    Thanks!
    Sure,
    first of all we take real models from nature, from this real rocks we take the texture with a scanner, and then start the workflow with 3ds max for the basic shape,Mudbox for sculpting and painting, last step is with Topogun to extract the normal map from the high poly model.
     
  8. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Yes. The 10 rocks have 10 textures, already taking 50MB. If you can share some parts to reduce file size like this, would be more optimal.

    http://u3d.as/content/manufactura-k4-michael-o-/rock-boulders/2w7
     
  9. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
    Ok, now I understand better.
    the question is that in our case is not possible to overlap the rock faces
    in the same UV.
    Otherwise the rocks will loose a lot of detail.
    Normally we use overlap UV only in case of very symmetric models.

    The tecnique used to build Rock & Boulders is different, and is the same that we used in one of our first package (https://www.assetstore.unity3d.com/en/#!/content/12634).
    In a nutshell, instead of directly paint on the model is used a single generic texture and to increase the resolution in Unity is applied the tiling.
    Furthermore to give more "characterization" usually is used another texture to add details.

    Sincerely we dont like this approach.

    How you can see in this screenshot taken from one of our models (on the left) and the package that you indicated (on the right) there is a lot of difference in terms of resolution when comparing the 2 methods :
    Comparison.jpg


    Anyway, i dont want to say our product is better of Rock & Boulders, simply is different with pro and cons.
     
  10. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144
  11. MotuProprio

    MotuProprio

    Joined:
    Sep 24, 2013
    Posts:
    144