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Rome: Truly AAA Quality Exterior Enviroment Pack for Unity

Discussion in 'Assets and Asset Store' started by QuantumTheory, Mar 1, 2016.

  1. Teila

    Teila

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    Trim was pink but I added a material so they are fine now.

    I still find the trim hard to use but will take it into Maya and fix it for myself.
     
  2. QuantumTheory

    QuantumTheory

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    I have tons of trim meshes, you'll have to be more specific. Is it one of the meshes in the meshes folder? On a prebuilt prefab?
     
  3. QuantumTheory

    QuantumTheory

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    SEGI would be interesting to try out, but the build is just Unity's dynamic GI. The level 6 choice was something I was just experimenting with. There isn't much difference at all.
     
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  4. Teila

    Teila

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    I haven't even put in the image effects yet and it all looks fabulous with normal directional lighting. I can't say that with a lot of model packs. Usually, until I turn on the image effects, they look sad. :)

    Not only is this a great pack, but I am learning a lot just from playing with it. You should make another Udemy class on how to make advanced materials. :) I would sign up for it immediately!
     
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  5. QuantumTheory

    QuantumTheory

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    As a matter of face I was going to start a patreon as, I think, it would give me more control. Udemy is a bit underhanded with things, but meh. Topics would include Substance Designer, Painter, modeling, materials, HDR lighting, post, art direction and composition..

    One other thing: I was constructing the demo scene, I became keenly aware of how important reflection probes are to level art in Unity. I can't overstate their importance and I think a tutorial might be warranted. For example, every interior niche needs a reflection probe for the "lighting" to be dark once baked.

    Also, over the years of messing with Unity, I developed my own little editorwindow scripts to speed up the process of lighting. I may publish them on my website soon as I think people would really enjoy them. One environment editor script essentially wraps all lighting parameters (sky, directional light, GI, etc) into one small window.
    Fantasy Pack I is focused on the middle to lower-class lifestyle in the grand city. Multi-floor dilapidated architecture, archways, brick and stone, iron and mud.
     
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  6. smada-luap

    smada-luap

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    The more I look at this, the more I'm tempted to get it. I just don't have the $100 or so (equivalent cost after taxes in UK and conversion between Euro and USD for what I have in my paypal account) at the moment.

    One day I suppose.... :)
     
  7. l0cke

    l0cke

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    Unity has huge community, hundreds of thousands of people, thousands of asset creators. During last 5 years I found 2, who were able to produce something professional. You are the third and so far you produced the best kit ever in Unity asset store.

    When we can expect upper class kit?

    Btw, Unreal asset store has 100x less content, but quality is in average MUCH higher. It says a lot.
     
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  8. QuantumTheory

    QuantumTheory

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    @l0cke Wow man, thanks! The time spent planning, executing, and of course worrying, is all worthwhile when you hear things like that.

    The "Domus?" Hmmm... Ideally I'd like to get an update or two in for FP1 and then finish up. There is some crossover between the packs. Some of the flooring materials, the roof.. I may need to reorganize some of the mesh locations. I tried to do a little bit of that prior to release and Unity just did NOT allow that.

    Regarding both packs, please let me know what else you'd like to see. I know the roman baths, colosseum, and others were mentioned earlier in the thread. It's all possible, but I'll need the financial support of course. This is the primary reason why I decided to split the packs. Earn on one to support the development of the other. *crosses fingers*

    On the plus side, given the screenshots on the first page, much of the detail work is setup. I need to execute a visual design of the Domus structures, the grounds, foliage, etc.. So to answer your question: I don't know :)
     
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  9. l0cke

    l0cke

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  10. QuantumTheory

    QuantumTheory

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    Absolutely. When someone says, "Rome," that's the image we often see in our mind. Mine as well. That's a great key image for the upper-class pack.

    But, it's noteworthy that architecture wasn't as common as the Insulae and Domus styles. Rome had more architecture like this too. I will likely include both styles in the next pack.

    And thanks to those that have added their ratings and reviews to the store!
     
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  11. l0cke

    l0cke

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    Great, we need to make whole city, so we use everything.
     
  12. Teila

    Teila

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    Well, no monthly payment for me, unfortunately. Good luck. I would pay a single price for each tutorial, like your other tutorials on your website, but unless I plan to use it every month, I am not going to sign up for yet another monthly cost. I have too many of those already. I really like to pay as I go. I am not cheap...and would be happy to pay a decent price. I just know I won't use it every month. :)
     
    Last edited: Jul 30, 2016
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  13. Teila

    Teila

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    I would happily buy more but creating a medieval Italian-style city instead of ancient Rome. :( Wish I was though, the pictures are gorgeous.
     
  14. DGordon

    DGordon

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    Will this work with the Uber shaders, or do you require your own custom shaders for texture blending, etc?
     
  15. QuantumTheory

    QuantumTheory

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    The textures I author are based on what is required for the standard shader (red channel = metallic, green = AO, alpha = smoothness). The only exception is that I use the blue channel for height. Uber shaders, looking through the documentation, will work just fine unless you want to use parallax. In that case, you may need to switch some channels in the _Mat textures.
     
  16. hopeful

    hopeful

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    @QuantumTheory - Ah, there you go! ROME is featured on the front page scroller and in #newonthestore. :)
     
  17. one_one

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  18. Teila

    Teila

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    Changed my mind. I would subscribe to your Patreon. :) More I play with this stuff, the happier I am.
     
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  19. TheSeawolf

    TheSeawolf

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    Truly amazing and inspiring, this is going straight to the top of my wishlist to get at the end of the month. I really hope you continue to work on this and other related packs, because as a few others have said, I'll be investing in them
     
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  20. QuantumTheory

    QuantumTheory

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    Thanks Teila! Is there anything in particular that made you change your mind?

    Thanks SeaWolf! Yes, I plan on putting out updates to this pack as well as sequels as long as I can financially support the efforts. With fans like yourself I'm sure I'll be ok. Be sure to check out my blog at http://www.qt-ent.com for more packs, but also some cool artwork and workflow tips.
     
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  21. QuantumTheory

    QuantumTheory

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    Did You Know? ...



    RFP1 also comes with a Mesh Combine editorscript. For those who are making their own buildings, you can easily reduce the drawcalls of the building by using this script. It will also generate lightmap uvs!

    Goto Window->Quantum Theory->Combine Meshes. Then select the meshes you want to combine and hit "combine selected." It becomes a gameobject with the least amount of meshes possible. You can then just store that away as a custom building prefab!
     
    Last edited: Aug 3, 2016
  22. Teila

    Teila

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    Yep, I want the rest of my game models to be of a similar quality. I can only do that by learning. I tend to customize models I buy so that they are unique to our game. I have some great models from great developers, but I want the quality of the materials to match. :)

    I am confident of my modeling skills but need some work with materials. So looking forward to more tutorials.

    Edit: That doesn't mean I would buy other packs from you. :) Anything that saves me time helps. I am looking forward to the Roman Baths! A visit to Ephesus and the ruins of it's bathhouse really intrigued me. Can't wait to see your model.
     
  23. Teila

    Teila

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    Wow!!!

    I am making tons of buildings, both in Unity and in Maya (creating new parts), so looking forward to trying this. Much better than installing another asset.
     
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  24. TheSeawolf

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    @QuantumTheory , thanks I have checked the great blog and have a question regarding the Fantasy Pack 1 Overview video.

    At about 0:45 secs you show the Quantum Theory shader, is that included in the pack? And also you showed @PHeimes , Vertex Painting at 0.57 secs, is that the Vertex Tools Pro in the asset store, or it included in the pack?
     
  25. hopeful

    hopeful

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    The shaders and Vertex Paint are in the kit (as is the mesh combiner). You can see them in the packing list.

    Scripts
    QT_LightFlicker.cs
    QT_MeshCombineUtility.cs
    Shaders
    QT_FoliageSimple.shader
    Rome_Cloth.shader
    Rome_ParallaxMapping.shader
    Rome_ParallaxMappingDetail.shader
    Rome_Puddle Decal.shader
    Rome_Puddle.shader
    Rome_Wetness Blend.shader
    Rome_Wetness Decal.shader
    Rome_Wetness.shader
    VertexPaint-master
    Editor
    ColorSwatches.cs
    RxLookingGlass.cs
    VertexPainterWindow.cs
    VertexPainterWindow_AO.cs
    VertexPainterWindow_BakePivot.cs
    VertexPainterWindow_BakeTexture.cs
    VertexPainterWindow_GUI.cs
    VertexPainterWindow_Painting.cs
    Examples.unitypackage
    LICENSE.txt
    ReadMe.txt
    VertexInstanceStream.cs
    VertexPainterPro_Preview.shader
     
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  26. TheSeawolf

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    @hopeful , thanks for replying so quickly. Thanks for clarifying that, now that you have put that in context, I understand more about "features" inlcuded in packages. cheers.
     
  27. QuantumTheory

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    Does anyone know if those node-based visual scripting tools (playmaker, plygame, etc) in the store does editor scripting? I can conjure up better ways of making modular building construction much easier through a simple interface instead of the copy/pasting that's happening now.
     
  28. TonyLi

    TonyLi

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    Sorry, none that I'm aware of. I'm familiar with PlayMaker, plyGame, uScript, GameFlow, Makinom, and ICode. Unless I've missed something, they're all designed for runtime execution. (uScript is a little different, but I don't think it does any editor scripting.) You might need to partner up with a programmer.
     
  29. red2blue

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    You can try Nottorus. As far as I know ois it creating plain C# code and should also do editor scripts.
    http://forum.unity3d.com/threads/released-nottorus-unlimited-visual-programming-plugin.395750

    But it is quite pricy $250

    Hope that helps!
     
  30. QuantumTheory

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  31. SteveB

    SteveB

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    My 2 cents but Nottorus is very impressive. You can tell @Stridemann clearly knows his S***.

    Equally there's the less expensive FlowCanvas, and @nuverian too is quite on top of things there. Very responsive and updates constantly.

    :)
     
  32. red2blue

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    But FlowCanvas has no Editor scripting functionality, which is important for Quantum.
     
  33. SteveB

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    Oh I see, he meant specifically coding for the Editor. I could've sworn something like that already exists hmmm...
     
  34. red2blue

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    Yes, FC looks very good, and I will take a closer look at it soon, but as the creater mentioned by himself:

     
  35. l0cke

    l0cke

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    I think much better would be investing time into creating of more content. Procedural tools are nice, but nothing we cant live without. For me such tool has very, very low priority and very limited usage.
     
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  36. QuantumTheory

    QuantumTheory

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    Does anyone care to share what they're working on if it's RFP1-related? Critiques? Feedback? Tips?
     
  37. Teila

    Teila

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    What is RFP1? I don't speak abbreviations very well. :)
     
  38. QuantumTheory

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    It starts with a "Rome" and ends with a "Fantasy Pack 1" ;)
     
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  39. Teila

    Teila

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    Oh, good. :) I am working on something now but at the my rate of "work" compared to real life distractions, who knows when I will have something to show. I will post pictures here when I am ready.
     
  40. BigYetti

    BigYetti

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    Would GameFlow do the trick? It was briefly mentioned above but it looks like it might work?
    https://www.assetstore.unity3d.com/en/#!/content/14808
    And its only $20 bucks.
     
  41. mgear

    mgear

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    More fun if would have maybe randomize button,
    or house customizer where you just click "next roof piece >",
    like in character editors you can select between multiple hair meshes..
     
  42. Teila

    Teila

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    Everyone wants to 'proceduralize' everything! :) Let me know how it works for you.
     
  43. smada-luap

    smada-luap

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    That's a lot of coding and custom support required for an art asset pack. I don't have this pack, but if it's anything like other modular packs out there, a lot of it will be designed to snap to a grid which makes for rapid construction.
     
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  44. QuantumTheory

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    It all is. I'm done with the modular setup here in Unreal. I make buildings using dropdown boxes that have the meshes, material overrides, tiling and offset parameters, visibility options... It's a shame I can't do similar in Unity.
     
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  45. Teila

    Teila

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    Thought I would share a project I am working on for a UMA demo. It is not at all finished and nothing fancy in the lighting, but I love the way the square is coming together. MarketSquareSmall1.jpg
     
  46. QuantumTheory

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    Nice work! Don't forget to try out the WoodSupports objects in the /Features folder. They are setup to align with the building walls with and without windows and will give some nice variety on the architecture.
     
  47. Teila

    Teila

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    I am not really doing a Roman city but a medieval Italian one so not sure if I will use the wood supports. I did use some in other areas, mostly to make balconies. I will admit to taking stuff into Maya and making changes. For example, I closed off the facades to make complete buildings and created some additional parts. I am having lots of fun with it!
     
  48. l0cke

    l0cke

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    Do you already know, when you will start work on other kits?
     
  49. siblingrivalry

    siblingrivalry

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    Hi Pete,

    Do you have a list breaking down what is included in the pack?
    Thanks
     
  50. QuantumTheory

    QuantumTheory

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    - 10 flexible architectural prefabs to get your started quickly.
    - 175 architectural meshes to create your own building from scratch.
    - Leverage a huge library of PBR materials made completely in Substance Designer and Substance Painter to give character to your scenes.
    - Paintable decals further increase the detail
    - Selection of beautifully unwrapped, normal-mapped props with soft edges.
    - Area-weighted normals for scene geometry creates a high quality, smoothed look.
    - More prefabs, architecture, and materials through free updates with your support!