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[RELEASED] 3D Scifi Kit Vol 3 official topic!

Discussion in 'Assets and Asset Store' started by Creepy-Cat, Jun 21, 2018.

  1. frankadimcosta

    frankadimcosta

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  2. Creepy-Cat

    Creepy-Cat

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    Excellent! Exactly what i need to illustrate my video! :) Many thanks
     
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  3. hopeful

    hopeful

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  4. frankadimcosta

    frankadimcosta

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    Last edited: Dec 10, 2020
  5. hopeful

    hopeful

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    Thank you! I would be thinking of using those in a game, and wanted to make sure all rights were being respected.
     
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  6. frankadimcosta

    frankadimcosta

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    You can use those tracks. If you want to thank in "credits" ... I'll appreciate it !!!
    https://www.facebook.com/NewEraRelaxingMusic
     
    Last edited: Dec 11, 2020
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  7. frankadimcosta

    frankadimcosta

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    Write me when you'll release games. I'll write a post in Newera facebook page.
     
    Last edited: Jan 8, 2021
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  8. Creepy-Cat

    Creepy-Cat

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    Hey ;)

    Happy New Year 2021 to all :)

    During the hollidays, i worked on a big crane! It is articulated. The "Mars" release is coming soon, but i wanted to finish this object before :)


    -------------
    Update 1.15 :
    -------------

    Hi guys! I hope you like this new release!

    - I reworked on the Red Planet map! And the rover scene :)
    - Included a new mars seamless terrain, some new props etc...
    - Biodome added.
    - Big crane with wheel included.

    - A spaceship rocket like Space X :) I don't do the interior due to lack of time, i'll see this
    in another release (if you need to make space rocket interior view, use the prefab : P_Escape_Pod_01)

    - Note important : If anybody working with HDRP can report me by mail is the prefab called:
    P_Floor_01_C (working good with HDRP about alpha map, because i'm using alpha decals)

    It should be really appreciated!

    upload_2021-1-8_22-23-16.png
     
    Last edited: Jan 8, 2021
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  9. dcomptonambrose

    dcomptonambrose

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    Is this still a thing? Bought it six months ago, think it would pass a terraformed Mars smell test? Sorry if this is a necro post

    - D.
     
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  10. Creepy-Cat

    Creepy-Cat

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    Hi, I do not understand the question ? The 1.15 update include a seamless mars terrain (see video above)
     
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  11. dcomptonambrose

    dcomptonambrose

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    I guess I was just askig if terraformed Mars was a skybox option but I think that answers the question lol

    -d.
     
  12. Creepy-Cat

    Creepy-Cat

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    i hope :) Here is the video (a preview) :



    Upload done on Unity Asset store and CG Trader
     
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  13. Creepy-Cat

    Creepy-Cat

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    Hey all :)

    The 1.15 update is on the way! (uploaded), and i'm thinking to the next update... One regular question i received by mail is about big hangar to store some spaceship! And actually creating those kind of mega structure with the actual building kit is a bit, a hell :)

    It's normal, this kit has not been made to create gigantic structures! This kit has been made to create small module, or small base.

    For this kind of structure i was front of two choices :

    - Allow you to make the hangar? But it require bunch of work
    - Pre-made prefab creation ? But there is lack of liberty...

    Finally i think to use a similar system as the spaceship, a mix between both technique. It allow you to customize the number of rooms you want, with the :

    Spaceship interior kit => Plugged on some hangar parts.

    Here is a "greybox" view of this hangar (sliding doors not displayed) enought big to store the constellation ship :)

    upload_2021-1-10_22-23-50.png

    upload_2021-1-10_22-23-34.png

    upload_2021-1-10_22-25-21.png
     
    Last edited: Jan 10, 2021
  14. Creepy-Cat

    Creepy-Cat

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    Hi

    I'm working on the next update (greybox WIP), but i think that time for war! :) :) I'm working on a cruiser spaceship! I start the military updates by this one, and i'll decrease the sizes : Cruiser => Corvette => Bomber etc...

    It can be linked also with the spaceship interior kit allready included...

    upload_2021-3-15_3-34-15.png
     
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  15. Creepy-Cat

    Creepy-Cat

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    Modeling and segmentation in progress, i'll try to stay bellow 20 000 / 25 000 poly for the body :)

    upload_2021-3-20_22-43-45.png

    upload_2021-3-20_22-44-55.png

    The main problem in this case of big spaceship is : Moving inside... It's big! :))
    I think make some prefab to help you to create elevators => It will be some interior kit new prefabs. The spaceship allow you to make enter small ship

    upload_2021-3-20_22-47-46.png
     
    Last edited: Mar 20, 2021
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  16. hopeful

    hopeful

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    Maybe have some kind of default section that can be easily repeated to fill the ship ...?
     
  17. Creepy-Cat

    Creepy-Cat

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    Of course! The interior kit has been made for this (note: This kit seem invisible for the users :)) It's located into :

    Assets\_Creepy_Cat\_3D Scifi Kit Vol 3\Prefabs\Props\_Update 1.10-Spaceship Infinity_R3

    And

    Assets\_Creepy_Cat\_3D Scifi Kit Vol 3\Prefabs\Props\_Update 1.13-Spaceships Kit 1.0


    Into those directory's you can find all necessary files to make the spacehips interiors module like you want (work for all big spaceship included into the pak)

    You can find this kit used into the scene :

    Example_Infinity_Travel

    upload_2021-3-21_9-28-13.png

    For this new spaceship i'll try to include more interior pieces to make elevators :)
     
    Last edited: Mar 21, 2021
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  18. Creepy-Cat

    Creepy-Cat

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    Spaceship texturing in progress! :)

    The Fu.. Covid 19 generated problems in my job/customer, for this reason i left a bit the kit on the side...

    But i'm on it :)

    upload_2021-5-10_13-48-47.png
     
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  19. frankadimcosta

    frankadimcosta

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    Last edited: May 24, 2021
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  20. Creepy-Cat

    Creepy-Cat

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    Waouhaou! :) Excellent! :) Note: I'm actually working on another product, when i'll release it, i'll continu this ship texturing!
     
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  21. frankadimcosta

    frankadimcosta

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    Very good news !
     
  22. Creepy-Cat

    Creepy-Cat

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    Texturing almost finished! I need to finish the front cockpit and the front hanger :)

    upload_2021-6-6_1-26-22.png

    upload_2021-6-6_1-26-33.png
     
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  23. path123456

    path123456

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    Works on mobile if we change the max texture size to 2k?
     
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  24. Creepy-Cat

    Creepy-Cat

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    I think yes :) you will need to optimize the props number in your scene, but all objects are low poly models. I got good result on oculus quest android (see videos)
     
  25. ramtamir

    ramtamir

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    Hi. I recently got this asset. When I create my own scene, everything has a cyan tint. What am I missing?
    upload_2021-9-27_11-6-44.png
     
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  26. Creepy-Cat

    Creepy-Cat

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    ^^ Uhhh? It's really strange you can imagine that the package is not displayed correctly :) Many question come to my head :

    - What Unity version used
    - Did you try the latest 2020 version?
    - Did you import the package inside another project? plugin? engine (HDRP/URP/SkyNET 3D)???

    Be more precise please! :)
     
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  27. ramtamir

    ramtamir

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    Ok, some more details - it's 2019.4.29. I imported it into a new project containing the RPGB asset. The thing is, the example scene is fine. It happens when I try to set up a new scene. I used prefabs from the red planet example in my own scene, including the terrains. Before light baking, they looked like that only in the scene, but in-game, with the rpgb asset, it was fine. After baking the lighting, both scene and game looked the same. When I put the same prefabs I pulled from the example scene, back into it, they look fine. Is there any element from your example scene that I may be missing? Take into account that I may be missing something very silly, it's been known to happen.
     
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  28. Creepy-Cat

    Creepy-Cat

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    I don't know the asset you talked? It seem to be a RPG engine inside Unity? I don't see any reason that plugin create this strange rendering... :)

    The best thing i can say is :

    I Recently updated the package for Unity 2020! Upgrade your Unity version (you have a 2018 version of the package)

    Install Unity 2020 => Create a Standard Shader Projet (No HDRP or URP) => Import my package => And tell me if you see correctly the provided scenes.

    Proceding step by step... :)
     
  29. Creiz

    Creiz

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    So just to make sure... Does this include Vol.1 and Vol.2?

    And if not, do you think you can make a bundle of all of these together?

    Thank you.
     
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  30. Creepy-Cat

    Creepy-Cat

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    Hi

    No it's different products, i don't bundlized them because the stylish/texturing/building is different, i don't want perturbate the customers.

    Regards
     
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  31. Norm49

    Norm49

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    Dose this kit include stuff form other kit?

    And how do we remove head bump? I have motion sickness when I play game with had bump.
     
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  32. Creepy-Cat

    Creepy-Cat

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    What do you mean by others stuff? Some others package of me? If yes! no! all my products are original creation.
     
  33. Norm49

    Norm49

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    Yes that what I mean if kit 3 had stuff form kit 2. Like was kit 3 the complete collection and that why it was more expensive or was it just a other kit.
     
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  34. Creepy-Cat

    Creepy-Cat

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    No it's another different product, better texturing, more object, better building method etc...The kit 3 represent 4 years of work.

    Do i reply to your question ?
     
    Last edited: Oct 1, 2021
  35. Norm49

    Norm49

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    Yes you did.
     
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  36. frankadimcosta

    frankadimcosta

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    Which rendering pipeline do you use ?
     
  37. StarChick971

    StarChick971

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    Hello,
    I have been using the free asset Sci-Fi Styled Modular Pack by karboosx for spaceship level design until I discover your awesome package.
    Really beautiful and modular as expected, you did a great job so far!
    However, there are few improvements still to be made with theses remarks (I looked into the thread a bit to see the progress):

    1. It is not easy to design floors especially accessing to them without proper solution:
    a) make modular stairs as we can see with P_Stair_Ext_01.prefab: bottom and top parts, half-height (1 unit), half-wide...

    b) I 've read you don't want to release elevator example yet due debugging issue BUT you could simply split the smaller platform part the elevator in the Constellation hangar (perhaps adding button support/frame).

    I tried to do make simple elevator as shown below:
    upload_2021-10-5_10-29-50.png
    It is more like a moving platform than an proper closed elevator (like in Star Citizen bases) but at least it works simply with your door's script.

    Alike, you can make simple platform for P_Interior_Module_02.prefab hole from Infinity_R3 rather than the circular stairs (which are nice too) because it will be a bit annoying to run up 7 floors later in your WIP spaceship (seen as _Temp.fbx )

    c) Tubes could be also a solution for zero-gravitation corridors using P_Glass_Tube_03.prefab adding few corners and junctions. (why not with fast moving platforms running inside)​

    2. Several assemblies lacks of interiors connections, for instance the P_Station UNC Ptolemy.prefab is a great space station but you can't walk around the entire "disc" from a bay to another bay (I know the difficulty here is to have arc corridors). This could be faked with current model as external them you do like your other spaceships. Let me explain in a drawing I made:
    upload_2021-10-5_10-59-4.png
    Purple corridor can be rounded too but this temporary solution will save you time!

    3. Wall and Ceiling Lights! I found only P_Light_01.prefab model in the asset. It could be great to have bigger lights, spots, wall and corner lights like in the karboosx's package upload_2021-10-5_11-4-9.png

    4. Engine effect looks great but the interior texture is really too "cartoonish" compared to the rest of the model (here Walkyrie ship). It really deserves to be darker as standard nozzle with some bump map (could even have dedicated emission texture to get temperature/throttle visual change indication
    upload_2021-10-5_11-6-34.png

    5. Last but not least, more walls! There are currently only straight corridor wall with your units grid scale, so we can't really stack them vertically to create smaller hangars as we see the bottom line at each level which prevent seamless stacking as shown below:
    upload_2021-10-5_11-15-13.png

    6. Already, seen in review but again: simple URP/HDRP packages to quickly update the only ~90 materials would be very helpful.

    7. Misc: add all the missing letters too lol: H, J, Q, R, V, W, X, Z
    F letter is darker than others for some reason.

    In a nutshell, vol.3 is really a super modular asset among the best assets on the store in my opinion.
    Great job! I am now longing to see the next releases!
     
    Last edited: Oct 5, 2021
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  38. Creepy-Cat

    Creepy-Cat

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    Thanks for the remarks! I'll take them with consideration for the next update :) (About a corridor to joint station module, i think to it since a while)

    Thanks for your time! This kind of report is usefull for me, because sometime i'm blind with my own product :) Yeah i need to finish those letters/numbers! (For the rendering different it's only a material/shader difference)
     
    Last edited: Oct 5, 2021
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  39. StarChick971

    StarChick971

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    May I add few things also missing? :D
    1. Half wall width because it is a bit annoying to use only Wall_Coin_Simple_01on fill gaps
    2. Wall windows because there is only Wall_Window_Simple_01: flat, full(like Wall_Normal_Simple_01 bevel), corner, floor, roof, edge border)
    3. Thin walls (not interior ones but thinner at 1/4 unit
    4. Wall transition , ex from Wall_Normal_Simple_02to Wall_Normal_Simple_03
    5. Hollowed wall to put things into (ex: armory, embedded computers, machines, etc.)
    6. Low poly version of Wall_Coin_Simple_03 and Wall_Coin_Simple_04
    7. Inner Wall_Coin_Simple_02, Wall_Coin_Simple_02_B_LP version
    8. Double wide doors with top/down doors instead
    9. Roof X and T junctions and corner of Roof_01 & Roof_02
    Next update could be named "interior enhancement" that could be used for smartly spaceships decks/rooms ;)
     
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  40. Creepy-Cat

    Creepy-Cat

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    I try since 4 years now to manage the datas updates with ease... :) I tryed different systems! It's a headache...
     
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  41. StarChick971

    StarChick971

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    Maybe sort all meshes into "category-subfolders" (instead of having all in one growing folder, called Meshes), then put their prefabs for each release into others as you are doing. I find it easy to track the updates that way.
    You would have for instance:
    • Meshes
      • Building
        • Wall
        • Window
        • Floor
        • Roof
        • Doors
      • Props
        • Furniture
        • Machine
      • Vehicle
        • Cruiser
        • Rover
      • Materials
    • Prefabs
      • Release 1
        • Spaceship
        • Props
      • Release 2
        • Base
        • Fx
    • Sounds
    • Textures
    • etc.
    There is probably better way but this seems to work fine for my projects
     
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  42. BLInformatique

    BLInformatique

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    3D Scifi Kit Vol 3 Hello, when I pass a door the sound is triggered but the door does not open. Why ? Thank you for your reply.
     
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  43. Creepy-Cat

    Creepy-Cat

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    It's because you need to un-static doors objects :)
     
  44. BLInformatique

    BLInformatique

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    hi it's ok now, how i didn't think about it. Thank you
     
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  45. Timjfjdd

    Timjfjdd

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    Hello, im using your pack, in general its very nice and everything works really well, but for some reason this wall prefab part very often gives me weird diagonal lines in the baked lightmap. (i use bakery btw). Any idea why this is and how i can fix this? thanks! upload_2021-10-15_16-37-1.png
     
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  46. Creepy-Cat

    Creepy-Cat

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    Lightmapping generate this kind of glitch all the time... It's the same with Unity lightmapper. You can try to play a bit with the smoothing angle value (meshes unity import inspector)
     
  47. Timjfjdd

    Timjfjdd

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    upload_2021-10-15_17-11-54.png
    I can only find hard angle if thats what you meant? Should i increase or decrease it?
     
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  48. powerline_games

    powerline_games

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    Just wanted to say great work--what an awesome asset. The amount of work you have done is just incredible.

    The only constructive feedback I would give is that it would be nice if the scale was a bit more consistent. Here is a a couple of different chairs with a character of standard height (about 1.8m):

    chairs.JPG

    Some of them are almost right and I can scale down a bit, but then the first and last are quite a bit bigger so I end up needing to scale them more to match other assets.

    Here is a door and ladder with the normal scale character and then a 1.5 scale character which seems to fit the scene better.

    door.JPG

    But then I find the characters don't fit in some of the spaceship cockpit doors and chairs. Here are some of the chairs again with the scaled character:

    scales.JPG

    It's always just a bit off. I like that the last chair his feet are on the ground now, but obviously the arms and back don't match up whereas the cockpit chairs his feet are dangling a bit. In my game, the players won't see the character in a chair, I'm just using this particular example as an easy way to demonstrate the little inconsistencies that tend to pop up.

    Again, I think the kit is awesome and these are just small things, but they can add up when I need to check each asset and try and figure out what scale I need to apply.
     
  49. hopeful

    hopeful

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    While I appreciate the expectation that models should be consistent in scale, so far as I know we have the ability to adjust assets upon import to the scale we need. It would be a different scaling factor for differently scaled items, but you should be able to get the items to the correct scale for your world.
     
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  50. hrohibil

    hrohibil

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    Do you have a discord?

    Does the doors come with open/close animations?