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[RELEASED] The Starfighter

Discussion in 'Assets and Asset Store' started by MACHIN3, Feb 25, 2017.

  1. MACHIN3

    MACHIN3

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    The Starfighter
    [link]

    has been released!

    The Starfighter is a single-seat, multirole fighter, that excels at interception and escort missions.
    Advanced scouting and surveillance missions are possible, once outfitted with a probe in the designated socket in the fuselage.

    Capable of space and atmospheric flight, combined with vertical take off and landing abilities on most terrain, makes the Starfighter an extremely versatile light-weight and high performance craft.

    Both wings can be mounted with universal pylons and carry a variety of offensive and defensive weapons or equipment. (NOT supplied with this asset!)
    Due to its folding wing configuration the Starfighter is suitable for carrier based operation with limited deck space.

    The SF's cockpit doubles as an escape pod and life boat. In case of emergency, it detaches completely and will be ejected from the rest of the ship.
    The escape pod features a number of survival equipment, including independent oxygen supply for up to 24hours or 96hours in suspended animation.
    Being maneuverable on its own, the pod can be piloted using the same interface used for the Starfighter.

    ---​

    This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming, VR and real-time film spaces.


    PARTS



    While not specifically advertised as a modular asset, the Starfighter is built from and provided as 10 basic parts:
    • main
      • main interior
      • main landing gear
    • front
      • front interior
    • back(engines)
      • back interior
    • wings
      • wings interior
    • escape pod



    Note, that for this asset many of the actual meshes have been kept separate, the above list entries, henceforth called "parts", represent the hierarchical structure and simplify managing the objects.

    Each of these 10 parts has its own texture-set and material.

    Having the asset structured like this, allows you to not render parts you don't need. This saves texture memory and avoids rendering unnecessary polygons.
    For instance, you likely won't need the interior parts in normal flight mode, but you will need some if you fold out the landing gears. Or alternatively, in a hangar-like scenario, you might choose to show the Starfighter in various states of disassembly - without the wings for instance.

    In short, it's giving you the flexibility to get more out of the asset.

    For us it means, we can maintain a high quality across the asset and it opens up the possibility of future extension.

    In case you would be interested in extensions to this asset of any kind, we welcome your input and suggestions either here or via email at support@machin3.io.

    There's prefabs for The Starfighter in different assembly variations(with substance materials applied).

    ANIMATIONS

    The Starfighter comes with a variety of animation clips, most importantly the landing gear fold, landing gear dampening and wing folds. Furthermore, there are animations for wing flaps and fins, for escape pod elevators and rudder and finally for the escape pod release and probe release mechanisms.

    An animation controller sets up the animations and transitions using multiple layers. In cases where it applies, animations can be played as a unit or individually. For instance, the landing gear animation is masked accordingly, so you can only lower the front gear, or only the main left gear, etc. instead of all of them at the same time.

    landing gear fold out & dampen


    wing fold

    escape pod release

    flight control surfaces


    MATERIALS

    All materials are utilizing PBR.


    Materials for The Starfighter are provided in form of substance .sbsar files, which contain procedural materials allowing for significant customization.
    Default materials, set up using Unity's standard shader are also supplied.




    HIGHLIGHTS
    • 2 main, plain material choices - painted metal and plastics
    • a mix of both, where the plastic parts act as accents to the painted metal parts
    • a 4th camouflage material
    • control emissive amount and color
    • control cockpit color
    • parametric dirt
    OVERVIEW
    The following chart provides an overview of the specific material customization options available and demonstrates some of the variations that can be achieved.

    (For demonstrational purposes and due to the assets compactness, this chart is using the Probe, not the Starfighter)​


    EMISSION
    For the back part, you have control over the emissive strength, as well as the emissive hue.



    DIRT
    You can add parametric dirt to the materials and have control over the intensity(dirt level), as well as the contrast and grunge amount. Notice, that depending on the grounge amount, the dirt may not be evenly distributed and but can in fact be more pronounced in crevices, which is achieved through the supplied AO and curvature maps.


    CUSTOM DECALS
    Finally, with deferred rendering you can utilize deferred decals to freely position and scale any additional graphics you like directly on the surface.






    The Starfighter - Urban Camo (animated)
    The Starfighter - Plastics (landed)
    The Starfighter - Painted Metal (in flight)



    The Starfighter is ~30m in length, slightly larger than modern fighter planes.

    302 Objects

    Polygons/Triangles
    • 66K tris in total
    • 21K just outside parts
    • 3.5K just escape pod
    Textures sets, resolutions
    • 2048x2048 main, main_interior, main_interior_gears, front, front_interior, back, back_interior, wings, escape_pod
    • 1024x1024 wings_interior
    Textures - all provided in .png format
    • AlbedoTransparency
    • MetallicSmoothness
    • Normal
    • Fluting (Normal)
    • Emissive
    • AO
    • Curvature
    • substance specific masks
    Materials
    • Substance .sbsar (procedural) - for all outside parts
    • default materials (static) - for all outside and interior parts
    Animations
    • 12 base clips
    • 30 clips, if masked out clip separations are included
    • 72 clips, if reversed clips and masked out clip separations are included
    • unity animated escape pod ejection for demo purposes

    continued...
     
    Last edited: Mar 28, 2017
  2. MACHIN3

    MACHIN3

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    Unity 5.3 is the "substance parity" release, meaning it's visually consistent with what artists create in Allegorithmic's Substance products. The Starfighter will work in earlier versions of Unity too, but we'd advice you to use a GGX shader nonetheless to achieve the highest visual quality.



    The Starfighter has a socket on the underside for a previous of our assets, called The Probe.
    There's a cover for this socket, if you don't want to take advantage of this. But if you do, there's an additional animation for the probe release mechanism.










    The MACHIN3 listens.
     
    Last edited: Mar 16, 2017
    BrandyStarbrite and Konst like this.
  3. MACHIN3

    MACHIN3

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    BrandyStarbrite and theANMATOR2b like this.
  4. Jaimi

    Jaimi

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    This really looks cool. The only thing that would make it better for me, is if the cockpit itself could be replaced with some generic "non-cockpit" part, so the spacecraft could be used as a larger craft (for example, like the ME:A Tempest).
     
  5. Pakyman

    Pakyman

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    Is the fbx included? Can be used in Unreal?
     
  6. R1PFake

    R1PFake

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    Does this asset contain a "cockpit view" from the inside? Or was this asset made for third person / outside view?
     
  7. MACHIN3

    MACHIN3

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    Yes, the 3d model is supplied as a FBX and you should be able to use the asset in Unreal as well.

    There's no cockpit included as of this version.
     
  8. R1PFake

    R1PFake

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    Do you have any plans to add cockpit view in a future version? I would love to use this model in my project but im working on a VR project so i can't use it without a cockpit view.
     
  9. magique

    magique

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    This looks incredible, but the polygon count is just ridiculously high for this to be useful in a real game. Any chance of adding a low-poly version? Something about a fourth of the total count?
     
  10. MACHIN3

    MACHIN3

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    @R1PFake
    Not for the immediate future, I'm afraid.

    @magique
    22k polygons(outside parts) are not "ridiculously high to be useful in a real game". I guess it depends on what games you make. For mobile for instance my assets are likely not the ideal choice. But that's not what I'm aiming for.

    Notice the bolded part in the description:
    This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming, VR and real-time film spaces.
     
  11. MACHIN3

    MACHIN3

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    (A part of) The Starfighter is featured in the Unite 2017 keynote, as "The Ceiling", haha.

     
  12. SoloChristian

    SoloChristian

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    I recently bought this and every time I try to import it, the latest version of Unity hangs and won't finish the import.
    Any ideas on how to fix it?
     
  13. MACHIN3

    MACHIN3

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    I've tested in 5.6.3x and it imported without issues.
    I've then installed and imported in 2017.3.0b1 and it seemed to hang towards the end of importing. Restarting Unity and loading the project, I could not find any missing assets, so the import seemed to have finished after all.
    The import should take a while, around 10 minutes for me FWIW.

    Note, that I do have another general issue in 2017.3.0b1. "Failed to load package manager"
    I'm not sure if that's the cause of the problem. Do you experience the same?

    In any case, the import hang looks very much like a Unity issue and not (directly ?) related to the asset.

    If the above(restarting and opening the project) doesn't work for you, can you try importing in a previous, perhaps pre 2017 unity version and manual move the package contents over?

    edit:
    Managed to resolve the "Failed to load package manager" issue. Import still hangs at the very end of 'Importing Small Assets' dialog however, so it's unrelated.

    I've tried 2017.2.0f3 and import hangs as well.
    But again, just restarting Unity and loading the project works fine and nothing is missing, the asset is fully functional. I'll reach out to Unity to look into this.
     
    Last edited: Nov 13, 2017
  14. Frogger007

    Frogger007

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    Has this model an detailed cockpit interior view for fps ?

    With steering gear, seat and control instruments ?

    If not, good idea for you to release an addon pack for it !
     
  15. MACHIN3

    MACHIN3

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    There's no cockpit interior, at this point. I may do one in future, but am currently busy with another project.
     
  16. MACHIN3

    MACHIN3

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  17. hungrybelome

    hungrybelome

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    @MACHIN3

    Hello, I'm on 2018.1.6f1 with Substance installed from the asset store, and the Starfighter prefabs have materials missing when installed. The Substance textures import correctly.





    There are so many submeshes that attempting to assign materials correctly does not sound like a good idea.

    Any idea on how I can fix this?
     
  18. MACHIN3

    MACHIN3

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    I'm a bit behind in regards to Unity 2018, due to increased workload in the past 18 months. I'll get an update out for this asset ASAP.

    FWIW, I've been using a script like these in the past and I think even on this asset: https://forum.unity.com/threads/assign-a-material-to-multiple-object.35445/
    Maybe this can work for you as well in the mean time?
     
  19. hungrybelome

    hungrybelome

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    Manually assigning the materials ended up working fine. I didn't realize that the meshes were organized by material type already. Thanks!
     
    Last edited: Jul 27, 2018
  20. NicoF13

    NicoF13

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    Hi,
    Is it possible to use the FBX to import the model into Blender and use it for an animation?
     
  21. sybere

    sybere

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    Hello!

    Any idea why i can't use the .sbsar file? when i open it there are no textures it's a painter or a designer file?
     
  22. MACHIN3

    MACHIN3

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    The .sbsar's are to be used in Unity, they provided parametric materials. In the 2018 releases you need the Substance plugin for this to work.
     
  23. sybere

    sybere

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    Thank you, i already have substance plugin in unity and only i can get black textures this is why i tried to use out side :/ maybe can i get the out side version?
     
  24. MACHIN3

    MACHIN3

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    I can't be much of a help right now unfortunately. I'm having some issues with 2018 on linux and am super busy with a software release.

    Could you just use the default materials with image textures, instead of the parametric materials for now? I'll get to this ASAP, but probably not before September.

    Really sorry for your troubles.
     
  25. sybere

    sybere

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    No problem, don't really needed now, i just looking around what i can do with the asset to make more skins :)
     
  26. BrandyStarbrite

    BrandyStarbrite

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    Dude, that thing is super amazing work!
    SICK!! O_O
     
  27. sybere

    sybere

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    Hello!

    maybe can i get somehow the outside substance painter file to make more ship skins please? in unity with plugin i only get black textures :/
     
  28. hippocoder

    hippocoder

    Digital Ape Moderator

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    Anyone who has problems with substance materials needs to download the substance plugin from the asset store as it is no longer built into newer versions of Unity.
     
  29. sybere

    sybere

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    Already downloaded as i said, but only have black textures in the files
     
  30. sybere

    sybere

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    Substance files are still not working? any way to change color?
     
  31. sybere

    sybere

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    Any way to increase the textures to 4k? also the substance files still not working
     
  32. Heroic_Doci

    Heroic_Doci

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    If you have Substance Designer you can crank up the textures to 4k.
     
  33. sakura_cube

    sakura_cube

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    Hi MACHIN3, Nice Assets. thanks.
    However, not working. Many PINK images here. I use Unity 2019 1.4f1 personal. And I download "Substance in Unity" plugin from Asset Store as told here. But still not working.
    Already fix this problem? of you already have instruction?
    Sakura,
     

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