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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. florianalexandru05

    florianalexandru05

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    Nothing new to say or show, just doing the boring parts now and posting a random wip. I might work on this longer than I anticipated.

    CATAM_825_02.jpg CATAM_825_01.jpg
     
  2. koirat

    koirat

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    On this screenshot I see a lot of materials on one mesh, may I ask why such a decision was made ?
    I usually prefer multiple meshes with single material on each of them.
     
  3. florianalexandru05

    florianalexandru05

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    Yeah, I actually tested it out and noticed it's not that great so I went for one mesh with sub meshes with one material for each mesh, I made comparisons and that seems to be the best for Triangle count and batches. Ofc, one mesh with one material is always the best as you said so I scrapped the multi-material idea, I just wanted it to be more simple in my hierarchy lol. Having one mesh with multiple materials like that actually doubles the triangles drawn I think? Do not worry thou, I made the most optimal decisions, my batch count is under 100 to 60 on average now.
     
  4. florianalexandru05

    florianalexandru05

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    Progress on the level so far.

    CATAM_Map01.jpg
     

    Attached Files:

  5. florianalexandru05

    florianalexandru05

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    Having to go to the dentist for a lot of fixes and infection removal so I'm slowing down but today I made some basic props to break up the repeating of the level a bit.


    screen_3840x1818_2021-09-02_19-53-05 2.jpg
     
  6. florianalexandru05

    florianalexandru05

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    Some more in unity snapshots. Now I'm making decals and breaking up the tiling in the level.

    screen_3840x1818_2021-09-03_18-36-23b.jpg
     

    Attached Files:

  7. florianalexandru05

    florianalexandru05

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    More WIPs

    screen_3840x1818_2021-09-09_15-52-28.jpg

    I also made a decal shader for Standard RP and URP, it's using Dithering thou. For HDRP I'll just edit the decal shader to support atlas maps.

    screen_3840x1818_2021-09-06_18-31-50.jpg
     

    Attached Files:

  8. florianalexandru05

    florianalexandru05

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    More exterior WIPs coming together.

    screen_3840x1818_2021-09-14_18-27-34.jpg
    screen_3840x1818_2021-09-14_18-34-27.jpg
     

    Attached Files:

  9. florianalexandru05

    florianalexandru05

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    screen_3840x1818_2021-09-14_18-43-42.jpg
     

    Attached Files:

  10. florianalexandru05

    florianalexandru05

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    I have to paint the scene with grass so, instead of relying on a third party, I decided to make a new shader for foliage that includes cheap translucency and other tricks for more interesting-looking vegetation. First I tested out how translucency would work, then I applied a texture mask. There are animated specular and a bit of color variation added. I might be using this shader universally from now on in most of my packs. The performance is good too.

     
  11. florianalexandru05

    florianalexandru05

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    I made a great deal of progress on my vegetation shader and here are some wips of a random blackout of the exterior level.

    screen_3840x1818_2021-10-07_18-42-58.jpg
    screen_3840x1818_2021-10-07_18-46-41.jpg
     

    Attached Files:

  12. florianalexandru05

    florianalexandru05

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    wips 2
     

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  13. florianalexandru05

    florianalexandru05

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    Quick Mummies!

    MummiesCATAM_01.jpg
     

    Attached Files:

  14. florianalexandru05

    florianalexandru05

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    More outside WIp progress.

    screen_3840x1818_2021-10-21_18-07-06.jpg screen_3840x1818_2021-10-21_18-10-19.jpg
     

    Attached Files:

  15. florianalexandru05

    florianalexandru05

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    I'm making fire for candles and torches because I had none of that in any of my packages before. I made a simple animated flame done purely in shader (no particles). You can change a few things including color and flame warp strength. I know particles would be more realistic but now I'm going for extreme performance. This is just one plane.


     
  16. florianalexandru05

    florianalexandru05

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    The Levels are finished, with only the final details are left to add. I took some Wips.
    Rendering: Unity default build-in lighting, post-processing, no GI used yet.
    RP: Unity Build-in.

    CATAM_WIP_01.jpg CATAM_WIP_03.jpg CATAM_WIP_05.jpg
     

    Attached Files:

  17. florianalexandru05

    florianalexandru05

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    Wips 2:

    CATAM_WIP_06.jpg CATAM_WIP_07.jpg CATAM_WIP_09.jpg
     

    Attached Files:

  18. florianalexandru05

    florianalexandru05

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    Wips 3:

    CATAM_WIP_12.jpg
     

    Attached Files:

  19. florianalexandru05

    florianalexandru05

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    Just want to make an announcement but it seems this thread has a bug that locks people out of the forums for a few minutes. I might resort to making a new thread for this project.
     
  20. florianalexandru05

    florianalexandru05

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    I'll keep that in consideration, this pack will be the light version, I might do that on the other one if not to this one.
     
  21. florianalexandru05

    florianalexandru05

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    I'm finished making my own vegetation shaders. It's fairly basic but it works on the terrain. Doesn't work with wind yet but the trees have basic trunk and branch bending, custom normals, coloring variation including billboards and vertex ao at least. Cheap and fast, defered shading with fake translucency.

    (Terrain grass example underneath)

     
  22. florianalexandru05

    florianalexandru05

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    Posting some more wips.
     

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  23. florianalexandru05

    florianalexandru05

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    WIPS 2

    screen_3840x1818_2021-12-13_20-15-35.jpg
     

    Attached Files:

    KeithBrown likes this.
  24. florianalexandru05

    florianalexandru05

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    I'm going to be releasing this asset this month!
     
    knxrb and SickaGames1 like this.
  25. Paul-Swanson

    Paul-Swanson

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    which Pipeline is this using? Im hesitant to move to HDRP or URP
     
  26. florianalexandru05

    florianalexandru05

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    Hello, it will support all three pipelines but first I'll be uploading built-in, then URP and HDRP later. This pack was very old so I want to give it the necessary update I have been working on since it's still selling despite that. Wait a while till the update is online, I wouldn't recommend you buy the old version of the pack.

    Regarding URP and HDRP, you should give them a try, they are still being improved but they added a lot of features to them.
     
  27. florianalexandru05

    florianalexandru05

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    Tryz likes this.
  28. mav3r1ck2021

    mav3r1ck2021

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    i LOVE you work, i have most of your packs, but im curious to see if the asset updates will appear on other sites you have this pack on? I only ask as i bought this pack from cubebrush as i needed the conversion to .fbx. Fingers crossed this might happen!

    P.S did you ever move to the UK?
     
    florianalexandru05 likes this.
  29. florianalexandru05

    florianalexandru05

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    Hei, long time no hear. No, I didn't move to the UK, things got complicated, to say the least. I might stay here or consider moving somewhere else like the US maybe who knows.

    I'll update this pack on other sites once I finish the URP and HDRP pipelines for Unity. The Unity asset store first takes priority. ;) Are you still going to get it from Cubebrush?
     
  30. mav3r1ck2021

    mav3r1ck2021

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    hey!! Shame you didnt get to come over here, although the weather is a nightmare today!!

    If i remember rightly cubebrush was the only site i could find the .fbx conversion so probably will get it from there, and well, so kinda makes sense. Unless you have other suggestions? Cant wait to get the update!
     
    florianalexandru05 likes this.
  31. florianalexandru05

    florianalexandru05

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    FBX conversion? I'm not aware of that. :confused: Does the site convert formats at request?

    Hei yah, I also have a friend from my home country that moved there. I was going to make hm a vissit too but oh well, who knows maybe someday I'll drop by in the UK.

    In other news, I finished getting ready the URP version and HDRP is on the way. I'll just need a day or two of testing after I finish then I can update the pack.
     
  32. florianalexandru05

    florianalexandru05

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    HDRP conversion has been giving me a few curve balls so it's taking longer than usual but I'm getting there.
     
  33. florianalexandru05

    florianalexandru05

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    Finally finished HDRP and URP conversion. The next step is to make a few tests in a couple of different versions of Unity for a day or two, then I'll be uploading the update.
     
  34. florianalexandru05

    florianalexandru05

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    Just submitted an update, now this pack supports URP and HDRP. Supported versions: 2020.1.3f1 up and 2021.2.3f1 up. It should be online in a few minutes to hours.
     
  35. florianalexandru05

    florianalexandru05

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    I actually updated it on cube brush too but it's still processing. Might take a while maybe another day. I'll let you know when it's up.
     
  36. florianalexandru05

    florianalexandru05

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    It's online now, enjoy the update! :)
     
  37. florianalexandru05

    florianalexandru05

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    Just made a new video of my finished pack. All done in real-time with no baking in HDRP. Also used the simple SSGI in the post-processing, it's amazing!

     
  38. florianalexandru05

    florianalexandru05

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  39. florianalexandru05

    florianalexandru05

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    I just realized that uploading with a Unity long-time support version is ideal and does not break in the new version. Upload with 2020.3 (LTS) coming soon!
     
  40. florianalexandru05

    florianalexandru05

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    Just updated with the LTS version, should be on the store soon!
     
  41. florianalexandru05

    florianalexandru05

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    Made a new substance material.

    Stone Cliff_01.jpg
     

    Attached Files:

    knxrb likes this.
  42. magique

    magique

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    Here is a video that shows usage of both Rocky Hills Pro and Catacombs packs.

     
    florianalexandru05 likes this.
  43. florianalexandru05

    florianalexandru05

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    I'm very impressed with the gameplay, always makes me happy to see my assets being used so masterfully by others.

    I'm also back at work on the new assets. I'm making a new detail shader for the stone assets.

    s1.jpg
     

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    magique likes this.
  44. florianalexandru05

    florianalexandru05

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    Made a test video too.

     
    magique likes this.
  45. magique

    magique

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    Nice. I love this asset.
     
    florianalexandru05 likes this.
  46. florianalexandru05

    florianalexandru05

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    This is unrelated to this pack but I will be using these shaders I made for all assets moving forward. You will also be able to download the pack when it's out soon. (Publishing date February or March)

    The Toby Foliage Engine - Pre-release Preview




    Quick preview of "The Toby Foliage Engine" for Unity 3d. Made 100% in the Amplify Shader Editor, simple yet complex but elegant, TTFE is a single pivot wind and shading system that tries to emulate multiple pivots per mesh. Versatile and simple to use, no vertex painting is required for the shaders to work on any model you drag and drop in Unity.

    Features: Two wind types; gentle and strong, wind animation mask via shader, PBR shading, self-lighting, season, color change, and more.
    ---

    I might delay the release a little bit so I can polish and do more testing.