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Discussion in 'Works In Progress' started by florianalexandru05, Jan 23, 2016.
Got something really cool going with these meshes!
Spoiler: See more...
Started making the branches for the beech tree. This will make some good bushes too. I don't think I'll be adding any more to this pack, have a few extra things in it I have not talked about as well so might start the grunt work.
Beech tree branches, only 1k. Have 3 variations with fall versions but didn't take snapshots.
Testing the translucency. My CTY trees will have this feature. Btw, I will have fall versions of the textures also in this pack.
More updates, finally done the textures for the beech plants. I went as far as making fall versions and I even got as far as adding unnecessary details on small branches that will be under 1k anyway. Trying extra hard to achieve a bit more realism. Material includes translucency.
So I finally decided on what type of lighting I want to have in unity!
Spoiler: See more...
So I think I'm kinda done... now I'm doing the grunt work, Having some family matters to keep track of so I also slowed down but I'm hoping this package update will be released on the store this month. Have a lot of goodie images to but I'll post them when I have something more consistent.
Also, I don't think I mentioned but this got updated!
Ok so one small update before my bigger one and also I'll be taking a short break. There are a lot of new things like ground splats, mesh routers for trees, new cliffs, ground meshes, and every single tree works seamlessly with wind as well as other small details. As for the trees, I'll come up with a video to showcase it.
This is one tree type with 5 variations that all trees will have, in total that would be about 30 trees, maybe more. I also have all seasons, summer, fall and winter as well as mixed.
After my last showcase update, I'll be making a summary of everything which means the pack will get uploaded to the store.
very nice work well done
I'm excited about this. I just saw that the pack is on a very generous sale this week and it's been on my wishlist for a long time. Definitely buying this.
Thanks, you are free to buy it if you like it, since it's on sale now. This version doesn't have as much content as I initially wanted at first, hence I'm making this update. I will up the price a bit after the update but I think later your upate should be free if you purchased it. I'm almost at the end and will finish my update but I'd give it one or 2 weeks maybe, plus idk how long it takes for unity to approve after upload.
its nice to see u evolve when looking at your first post uve come a long way. (as do i, when looking at my first posts )
the trees are top notch! are u still using CTI?
however the rocks could use a more "blocky" approach or sharp edges. they just dont feel as good as the foliage in my opinion
I do agree about the rock. Normally they should have a lot more shape but for some reason, normal maps in Unity need a bit more strength sometimes. I was planning on making one blockier cliff rock but I don't think I will given that my pack reached 2.5G in size and I want to stop here. Do you have packs that are bigger than 2G? I heard there's some limitations for uploading bigger than 2G and over 4G will be rejected? I'm gonna have to try to lower the file size before uploading.
Thanks, the foliage is still CTI, I'll make good use of the wind and features. Will make a video of all my working trees soon.
I agree, we both went a long way!
yeah normal maps make the difference, best practice is a main normal map and a1 k detailnormalmap
ive found a pretty decent way to sculpt rocks that make great pieces for level design
and use a shader to blend moss on y axis for detail, dont bake it into texture
my alphas : https://www.artstation.com/artwork/RYY46O
i used zbrush ,been planning on making a tutorial but dont know if anyone is interested.
keep up your work mate
Yeah, I'm rarely using detailed texture, especially in unity but for one of my larger cliffs I just did, although I'm not a really big fan of overlay material because it's hard to get it to look good, but I found a way to mix a detail texture. Neat rocks, are you using the detail slot in the unity shader? Yes, you should make a tutorial if you have time, people including myself would be interested.
In other news I'm at one tree left to import.
yes i use detail normal maps. the results depends mostly on how well UVs are setup(like cutting it at the edge of big shapes)
ill make a tutorial when i find time, never made one before so it will be a challenge
-edit- make a video when your pack is done, would like to see the trees in motion-
Of course, I wasn't betting on my vegetation at first but now I see it as more of my pack's strength, despite the rocky name lol. I wasn't very confident in my trees either but now I am.
Btw I'll be having fall and winter in to this and I think I found how I want my fall scenes to look like:
So here is the CTI_trees working with animated lods and everything! I made video for all the trees as well but will post after I finished the merged video.
I saw some packages using 3.4 GB without any issues. I personally have some. So this should be possible.
I am also totally for more edgy / sharp rocks. Right now they look a little bit comic'ish. The trees and the rest looks really awesome. Do the fallen leaves on the ground / ground textures come with Heightmaps so I can use POM effecs?
So if I buy the actual version which is on sale now, I will get this update for free?
I think that's how it works from what I noticed but you should ask around just to be sure about it. I might be wrong. You could confirm that for me also as I cannot confirm it myself. From what I noticed from my buyers was that they just downloaded the update without paying but I didn't have a way to confirm it unless I had to ask someone about it so don't take my word for it! lol
Yes, I kept the hightmaps for most of my tiles and textures, including the ground leaves. Since I'm using CTI, I even keep 2 versions of the normal maps in the pack for people that want to use it in Unreal or something else. I usually put in the content that I didn't really have any use in the actual pack scenes/models as well, for extra. Also, in case you missed it my new version will have a changed texture workflow with standard shader and merged maps so they can easily be used for the HD pipeline.
really nice work! improve the rocks and its a really nice pack.
and yes buyers from previous versions automaticly get the updates for free.
did u know u can process the flowers also with cti? just create an empty bark material
Thanks, here's the final tech video for trees!
This is it guys I'm almost done!! 2 more generic beech trees that were most needed to go. I think I . outdone myself and made a lot of bushes, more than I planned. All coming with lods and billboards ofc I kinda forgot about the wonder versions but I'm leaving those for last.
After I finish my last two trees I'll be thinking if there is anything else I can add as far as small details go, then I'm done I guess.
I got everything in unity now. I'm almost sure I can say I'm done with the assets. Am making the terrain now. Started with a simple scale. Everything is on scale as planned. Will have Summer, fall and winter maps.
The tiny dot is human.
Remaking the grass and small plants while I do the terrains.
Also I think I found a way to use Segi for my real time nature wich is great!
Making the terrain which is 800X800 size, pretty big compared to what I made before. I think this is my final setting for the SEI GI system and I like it. Also testing the vegetation and grass in some different winds.
Default Unity viewport
This has just been a test to see how the grass looks like on the terrain, of course, I'll have to properly paint it.
This is the small spot you see in the vid and screenshots:
Mostly almost done the large cliffs, the rest will be small rocks and trees vegetation. I hope this will turn out Dope!
I made 2 more beech trees because I needed at least two generic versions. I think these are the last trees. I apologize for slowing down and not finishing my pack on the proposed deadline but I want to make sure this will be well worth the 40$.
Also, struggling to make this huge map. Here's a short walk-through the small area I'm testing:
For some reason my shadows glitch on this terrain...
Most of the layout of the map is done, I just need to pain the small details on the big terrain. Some new images of my progress:
And here's more WIPs:
Spoiler: See more...
u should record(video) a walkaround to get better sense of the scale.
im also missing some eyecathers in your scene, i mean just some unique elements that pop out.
and also use some image effects like tone mapping to give it a more filmic feel.
nevertheless great work
Thanks, for now I'm just teasing spreading generic stuff on. I will make some elements and more details later, to have a few places with center focus, like a dead bark or something and lots pf small ground details that will come later.
Haha you probably didn't notice the post processing because I didn't stray to much from the original but everything is tone-mapped already.
Yep will make avid soon
Here's some more wips of the terrain:
Incoming wip images! Part1
Spoiler: See more...
Incoming wip images! Part2
And a few more, good progress making!
Something tells me I should optimize this thread.
Here are some new updates, huge map almost done. I also loved the human model inside my biggest canyon for sale sense.
And the canyon size + more renders.
Made a dead bark, although not amazing it still good for adding variety. Also made some prefabs from grouping my props and, baked some splat meshes. *SPAMMING the map!
And here are some dead leaf meshes for more details.
The entire thread is awesomesauce, please keep us updated on your progress. I hope to see soon the new version of the package All those goodies and that big map! I love the look you gave to all the items, looking for perfection all the time. *claps*
Thank you so much for the overwhelming positive opinion!! Yes, I'm almost done with the big map, just takes some arranging and cleaning up. Here's some pics of the updated look:
I made some spots that are a bit more dry.
Thanks for piccies, they look very natural : )
Really great stuff here! I wasn't aware of your CTI plugin, however it seems to produce great results. In the future when I am looking into doing some environmental work I will certainly be checking out your products! Out of curiosity, are you using a custom shader for the leaves?
Thanks! Good news, I finally finished the huge map! Expect a video of it soon.
CTI, isn't my product, it can be found here: https://assetstore.unity.com/packages/tools/modeling/custom-tree-importer-21079
I purchased this tool pack because the vanilla unity tree system isn't cutting it for me and it's a somewhat cheap solution. As a publisher you are allowed to use this tool in your pack/product if you purchased it, but only the run-time components. There are other publishers using this tool. I think it has pretty realistic wind and I liked it. It has some limitations and there is no HD and LW support yet but it's a way better solution than the vanilla unity stuff. CTI comes with its own set of shares. It supports translucent with specular and AO (as merged maps) mixed bark materials and bark tessellation, not to mention proper billboards and everything works with the terrain engine. It also helps you make better custom trees from blender and 3ds max and texture atlases of any kinds are supported. Ofc there are other packs out there so you should look them out by preference
Thanks for the compliment also!
That's good news Waiting for the vid : )