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3D [RELEASED] Modular dungeon pack Catacombs - Development Thread v2

Discussion in 'Art Assets In Progress' started by florianalexandru05, Apr 17, 2016.

  1. Paul-Swanson

    Paul-Swanson

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    Very high quality
     
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  2. florianalexandru05

    florianalexandru05

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    After making some tiles I remade 2 of my pillars so far retexturing and remeshing is going alright. This is just stage one texture adding stone damage.

    PillarsCATA_new.jpg PillarsCATA_new2.jpg
     
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  3. florianalexandru05

    florianalexandru05

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    Slow progress but started reworking the structures and props, pillars first and finished. Next will add damaged ones.

    Cata Pillars A.jpg
     
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  4. magique

    magique

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    Is this rework primarily for visual enhancement or will this also improve performance?
     
  5. florianalexandru05

    florianalexandru05

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    Thanks for the question. It's primary for visual enhancement to bring it up to date to the level of my other packages and turn it to PBR while adding more new assets and "features" to it. There will be some optimization to improve the performance of course but most likely for the level of detail, it's made for. I would say, quality and performance-wise it should become better optimized. Expect a brand new pack overall!

    Right, I forgot to mention, there will be more optimization since everything will be placed on bigger 4k texture atlases and I'll use the standard shader only. Will add low poly colliders this time two and LODs where they are needed. I'll try to make things more efficient and smart. The old version was too inefficient at the time.
     
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  6. florianalexandru05

    florianalexandru05

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    Started redesigning. A Lot of things definitely need redesigning, almost everything. Making a mockup after which I'll sculpt assets.

    Cata_Re-design.jpg
     
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  7. florianalexandru05

    florianalexandru05

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    Changed my workflow to screen space ray-tracing as I mentioned before so I will redo the skeleton images just to make a comparison. Ignore the black spots on the rabbit they are there because the mesh normals are broken! This should belong somewhere in a ray-tracing thread two. (real-time in Unity)

    In pack related news working on the models and it's going alright.

    screen_3840x1818_2019-11-26_13-58-07.jpg

    The frame rate is bad at low samples but at least I can take pretty screenshots.


     

    Attached Files:

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  8. florianalexandru05

    florianalexandru05

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    I have been working hard and I managed to make a great wealth of resources for this pack but I didn't have time to take screenshots nor did I found they ready for showcasing yet but might as well show how some of the revamped tiles look like. I'm aiming for this pack to be my best yet.

    stonesz01.jpg stonesz02.jpg
     
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  9. florianalexandru05

    florianalexandru05

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    Presenting the new look of the hero props!!

    Remeshed the model and retextured in Designer and Painter.

    Torch A.jpg

     
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  10. florianalexandru05

    florianalexandru05

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    Torch support done!

    Torch C.jpg

     
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  11. florianalexandru05

    florianalexandru05

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    Remaking the other props two, gotta fit them on the atlas!

    Stone Props 01.jpg
     
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  12. Zimnel

    Zimnel

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    EAger to see more progress on this, your pics are stunning : ) I can almost touch the stones ; )
     
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  13. Katniss218

    Katniss218

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    Man, that pile of rubble looks awesome!
    I genuinely really like it.
     
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  14. florianalexandru05

    florianalexandru05

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    Thanks!! <3
    What one the ray-traced one from the video or the skull one? :)

    Anyway here's some progress on the props (+some more metal renders), still in progress. Got 2 more to texture left.

    StonePropsCATA_01.jpg
    MetallPropsCATA_02.jpg
     

    Attached Files:

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  15. Katniss218

    Katniss218

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    This one.
     
  16. florianalexandru05

    florianalexandru05

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    Oh, I'm surprised you like this one it's really old, it's still in the old version of the pack on the store. I'll make something better this time around!! :) :cool:
     
  17. Katniss218

    Katniss218

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    I'd make that pile look less like a solid block of stone, but it still resonates with me very well.
     
  18. florianalexandru05

    florianalexandru05

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    Yeah, that's exactly what I'm gonna do when I remake it! :cool:
    -----

    Some update on the props! One more prop and the atlas is finished.

    Fire Props A.jpg Fire Props B.jpg Fire Props C.jpg
     
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  19. florianalexandru05

    florianalexandru05

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    Almost done with the last prop of the bunch! Tedious work...

    Torch Temp.jpg
     
  20. SickaGames1

    SickaGames1

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    Make sure you update the Cgtrader version!
     
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  21. florianalexandru05

    florianalexandru05

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    Of course, I have updated everything that got uploaded on Unity so far. Cgtraders is my second favorite store. It will take a good while till this version update will be finished tow. :)
     
  22. florianalexandru05

    florianalexandru05

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    Finally done!!

    Torch FInal Render.jpg
     
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  23. SickaGames1

    SickaGames1

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    Build a huge demo scene!
     
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  24. SickaGames1

    SickaGames1

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    20 rooms!
     
  25. florianalexandru05

    florianalexandru05

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    Ha thanks! I'll definitely make something big. I plan to make cave systems two. I want this to turn in to my new best asset pack!
     
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  26. SickaGames1

    SickaGames1

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    If you could make room prefabs to work woth DunGen that would be awesome. Same goes for the Dwarven dungeon (i own both).
     
  27. florianalexandru05

    florianalexandru05

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    Did you try it with DunGen? Technically it should work, I made room section prefabs on the dwarven dungeon tow I know not perfect there are parts where you should add some manual touches. I might think about improving in my modularity efforts if it doesn't work 100% with DunGen. We'll see about that... ;)
     
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  28. florianalexandru05

    florianalexandru05

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    Ok I'll do my research on this!! Doesn't look too complicated to I bet it's gonna need some testing. I'll do this at the very last step after all assets are done tow.
     
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  29. SickaGames1

    SickaGames1

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    How to with DunGen :) Mana Station Multistory already has a prefabs folder for it and Dungeon Architect.

     
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  30. florianalexandru05

    florianalexandru05

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    Thanks for sharing, think this means I might have to buy it I guess and try it out. Yah I think I might make it for DunGen tow, my dungeon will only be for first and 3rd person so no top down support unfortunately, for anyone wondering about top down.
     
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  31. florianalexandru05

    florianalexandru05

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    Making custom collisions.

    Screenshot_20.png Screenshot_36.png
     
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  32. florianalexandru05

    florianalexandru05

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    Making the prefabs and the lods.

    Screenshot_40.jpg Screenshot_41.jpg
     
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  33. florianalexandru05

    florianalexandru05

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    I got hit by a very nasty new year Spanish flu so I´ll be out of doing 3d for another week and a bit. I will return soon!!
     
  34. SickaGames1

    SickaGames1

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  35. florianalexandru05

    florianalexandru05

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    Thanks a lot!! :)))))
     
  36. florianalexandru05

    florianalexandru05

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    More progress, stone props needed for the level.

    StoneProps_01.jpg StoneProps_02.jpg
     
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  37. SickaGames1

    SickaGames1

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    Can't wait! I bought this off of you on CGTrader :) Hopefully you update it there ;)
     
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  38. florianalexandru05

    florianalexandru05

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    Absolutely!! I have big plans for this!
     
  39. SickaGames1

    SickaGames1

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    20 room dungeon example scene ;) Show me the follow depth of the package!
     
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  40. florianalexandru05

    florianalexandru05

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    Sure, I'll make lots of rooms, awesome cave systems flooded with water and I'll make it work with DunGen ;)
     
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  41. florianalexandru05

    florianalexandru05

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    Already imported the props in Unity, now am adding a few extra things by making alterations to them. I made some arches by adding a bend modifier.

    Gates.jpg

    Gonna have to figure out how to fit the parts later but I need more assets.
     

    Attached Files:

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  42. florianalexandru05

    florianalexandru05

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    Made 2 more natural tiles for the cave inside. Painted a path tile with Painter.

    StonePathCave_01.jpg StonePathCave_02.jpg Path_Breakdown2.jpg Path_Breakdown.jpg
     
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  43. florianalexandru05

    florianalexandru05

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    Made a lot of progress, already finished another ground tile that has 4 different seeds 100% made in Substance Designer but I won't show off anything yet until I have more substantial stuff done. Take a little break from 3d for a week and a bit!!
     
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  44. florianalexandru05

    florianalexandru05

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    My pc broke down 4 days ago so I'll be absent for the majority of this month I guess! It's in service now so will be back sometime soon maybe.
     
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  45. florianalexandru05

    florianalexandru05

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    Some good news on my pc, I'll be taking it to service again and fix it on Monday. I hope it gets fixed finally!
     
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  46. florianalexandru05

    florianalexandru05

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    I got my PC back from the service today and it works just fine while in the meantime I managed to upgrade it a little bit with some extra ram. My motherboard broke so I was forced to change my CPU as well. It's been a long wait, a month to be more precise but I managed to screenshot one of the ground tiles I was working on. Ofc, this is an old version and it already has 3 variations to it.

    Cata_Tile_A01.jpg
     

    Attached Files:

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  47. florianalexandru05

    florianalexandru05

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    Still working on this and making progress but I took a small break to play with real time voxel and screen space ray tracing. Anyway, still trying out different mixed real time lighting techniques. First is default Unity viewport, second SEGI and third SSRT. What one looks better? It's pretty hard to get something close to production quality as they have their weaknesses. I might try Unity's pre-computed and SSRT on top, I noticed it fixes the lighting and adds nice contact shadows. SEGI produces too blocky shadows!

    screen_3840x1818_2020-03-04_16-25-04.jpg
     

    Attached Files:

  48. SickaGames1

    SickaGames1

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    Looks good! Cant wait for your updated massive scene!
     
  49. florianalexandru05

    florianalexandru05

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    Thanks, still working on it, tow in the meantime I was playing/testing with GI I finished something. Currently, I'm working on tombstones.

    Circle stones.jpg
     
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  50. florianalexandru05

    florianalexandru05

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    And here's the tombstones I just finished, might add more later.

    ToombstonesCATA_A01.jpg
     

    Attached Files:

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