A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Discussion in 'Assets and Asset Store' started by marincastefan, Apr 6, 2017.
Nice, looking forward to se screenshots, see if i can buy it if i like it next month.
Here are a few screenshots from the upcoming pack.
There's a lot more that I haven't included in the images, because it's still a mess in the demo scene and these are the only areas that are assembled logically somewhat.
A few comments:
The vehicles from the pack now have interiors (and a "mobile" version without interior) with functioning steering wheel and gear lever, opening doors and detachable windows and adjustable seats.
Also, they now have lights, blinkers and ray effects.
I guess from now on, all vehicles that I'll include in packs will come in 2 variants, with and without interiors.
The terrain will be composed of geometry pieces, instead of the classic Unity terrain. I'll still include some terrain textures to be used with the terrain system, but this way, the terrain generated can be more impressive visually, with more interesting shapes.
Similar to the vehicles, all buildings will have light effects to simulate interior lighting (where applicable).
Also, where possible, I've included modular pieces from the buildings that I've created.
Wow, looks amazing, when do you think it be avaliable in store and what price will it be at?
I think I'll finish it before May 15th, the rest depends on the Asset Store team. Price will be around $35-37.
Desert Pack looks great.
Will the pack include a couple of characters?
Update to the vehicles for light effects and interiors/opening doors sounds interesting. Will you update Toon Vehicles with the same treatment (at least the exterior light effects) in the future?
Yeah, some characters will be included in the pack, along with some customization options.
I will update Toon Vehicles with the exterior light efects soon, either after the launch of this pack, or after the next one.
I will make a Toon Vehicles Pro version, which will include interiors, later this year. It will be pricier, but customers who also bought Toon Vehicles will have an option to upgrade.
Is Unity 2019.3 UniversalRenderPipeline supported yet?
Is new pack submitted yet?
It will be in a few hours, just finishing the youtube trailer.
And yes, URP will be supported from now on, instead of LWRP.
Toon Desert will be the first one to support it.
I see humans!! Are they included?????
Niiiiice! Forget the humans - what about those crows?! Do we get the crows?!
Yeah, animated and all
the people from the pics look good, looked better now then what it did on the first pic of humans u posted long ago, they fit the scene treally well actually.
When its out? I wanna buy!!!
It's not up to me, but usually it takes about 2 weeks for new packs to be approved.
So hopefully by mid June
mid june is fine, think im gonna get it then, but what are plans for next package harbor, military or surburban houses?
I already started work on Toon Harbor, I'm still in the shader and concept phase though. I think Toon City People will come first, since that pack would take a lot less time to complete.
when do you think we will get suburban houses, thats really needed in my opinion, other than that all looks good, also harbour will be a nice adition to my city
I want to say about 2 months, maybe 3, because I want to add interiors to it, and that might be a bit more time consuming. I'll post some polls and if I see more demand for it that Toon Harbor let's say, then I might switch to that first.
But Toon City People will come first, hopefully in less than a month.
Cool and thanx for all the great assets you made they look beatiful, keep it up, love you work.
Thanks for the kind words!
Motivates me to work harder
2 votes! I need more industrial locations for my train game.
I'm *super* impressed with your Toon City package (just posted a 5-star review, in fact!) -- but I have a few questions about lighting and optimization:
1) Lightmapping: I had tried to bake some lightmaps using one of the simpler TC scenes (Update Demo Scene #1 ), but the resulting lightmaps are full of obvious errors. I tried re-importing all of the models with "Generate Lightmap UV's" turned on, but oddly enough, the results were even worse.
2) Batching: I'm puzzled by the apparent lack of a batching setup in the demo scenes. I'm using URP / LWRP to target mobile platforms, so frame rate is a huge concern. Could you please explain how the scenes are optimized? Ordinarily, I might have set most of the high-use prefabs to be "Static," or enabled GPU instancing. But I don't see those enabled in the demo scene. I also might have combined many of the tiny materials into one big material/texture, e.g. 16 of the 64x64 maps could be consolidated into a single 256x256 map.
3) Tiny Objects, Untiled Materials: For things like sidewalks and grass, I would have used larger objects with tiling textures (for roads, for example) rather than putting down tons of tiny objects. I've seen a similar approach with several other city packages, and I'm genuinely puzzled about things like use of 100 small individual cubes rather than a single 10x10 plane with UV tiling.
I'd like to improve the frame rate if possible, but I don't want to make things worse! If your approach improves frame rates / batching / etc somehow, could you please explain? Thanks!
I'm currently searching for a freelancer to help with the custom shaders for the harbor pack. Once that part is done, the pack shouldn't take longer than previously expected. Still about 2-3 months, hopefully sooner.
Thanks for the purchase and the review!
Regarding your questions, I'll have to postpone a definitive answer a bit, when I last studied improving the framerate, I think I was still using Unity 5.x. Demo scenes worked smoothly on lower end devices from a few years back and I didn't bother keeping up to date on the developments.
Lightmapping worked fine then, but something might have changed on my end during an update.
On batching, I will update Toon City during July, after which the whole pack will use just 2 or 3 textures, similar to the most recent packs in the Toon Series.
I'll probably add a few alternatives models like 12x road piece or 12x12 square terrain piece.
I'll get back to you once I read up on performance tips for URP pipeline. Also, could you provide some numbers regarding framerate and devices used? It would be useful to know how much has changed from the devices I've used for testing a couple of years ago.
And if you have some suggestions on things or fixes for the July update, please let me know.
As things stand, I'll add a few more assets, some characters, tiled textures and base mesh for custom road building.
Toon Desert has been accepted
You can find it here:
yeah harbor would be nice and suburban houses (lol me and thoose houses), but when you make another city package maybe some stadiums and landmarks. when you made a harbour (and suburban houses) you pretty much have all you need for a whole city and would you consider making a snow asset like you have made a dessert now?
many options you can do also will you make a military pack again, what are you plans now for the next packages, looked at you dessert package, gonna buy it in a few days looks good.
and aout textures, do you plan to convert all the small texture you have into 1 big one for the packages you have? cause if im not mistaken all textures take 1 drawcall so instead of having 20 small if you use all for 20 draw call you get 1 big texture for 1 drawcall.
Right now I'm in the final stages of character modeling for Toon City People, (some Mixamo animations from Asset Store). I still need to add another body type for women.
Next up will be Toon Harbor, then Toon Town (or Toon Suburbs, still undecided on the title).
After that, I'll probably roll out some content updates for existing packs, which will include many of the suggestions from this thread, including atlased textures.
For the end of the year, I have some ideas, like a Toon Farm pack, Toon Military, Toon City Pro maybe.
After that, it might be too early to say, but I'd go either in the future or the past with the environments.
hi, how are your work going are you done with the toon people and started a new toon asset?
I'm almost done with the Toon People pack, just a couple of days for testing and promo assets.
For Toon Harbor I have some outside help with the shaders and they're turning out very nicely. So in a way, work has already started on Toon Harbor.
that sounds great, do you have any idea how long toon harbour will take to make?
It should be about a month and a half, but I also have my wedding planned for early next month, which will probably push things a bit later.
Congratulasion on getting married, and sounds nice for the toon harbour, probably come out in september then.
Yeah, early September looks pretty realistic.
Toon City Pro? Whats the difference? Maybe Interiors????!!!!!!
Interiors for sure, more characters (toon city will get only a couple in the next update).
And modular buildings too
Hi, is there any way to make the track piece's more seamless?
Yes, the easiest way is to change the material on the track pieces from Toon Lit Outline, to Toon Lit.
There is some extra geometry on the track pieces that isn't really needed, which causes those artifacts to appear. I will take care of it in the next update, but until then, the solution above works well enough.
Here's a short video with some characters from the upcoming Toon City People.
The pack is ready, just the waiting time till it's approved by the Asset Store Team.
Besides the numerous customization options, I've managed to add some cool features, like fatness shape keys, easily controlled by a script, and some item swapping scripts, to generate prefab variations easier.
Nice. What will it cost and how many characters are there? Are they animated? Hows the work on harbour going?
No animations included, just an idle animation and some poses that were used in the screenshots and trailer.
I might add some in an update if there's enough demand, but with Mixamo available, I doubt it.
There are a total of 12 female bases and 11 male bases, each one with various clothing colors and skin tones, along with a collection of faces, accessories and props.
I've recently started on the Harbor assets, things are moving along nicely. Once I assemble some assets together, I'll post some screenshots here.
Many thanks sir, they are still visible but nowhere near as jarring. Any chance of some more track piece's? I'm happy with the one's you've included but maybe if the special piece's were mirrored, which I don't think I can do in the unity editor unless I'm missing something. Anyways great work, keep it up.
Sure, I'll add the mirroring track pieces to the list of things that will be added in the content update.
Hi ! Considering purchase; i was wondering if the 'outline' effect and AO was baked into the texture and if there was a way to see it more 'flat'; can you share an example with bare/unlit texture ? thanks !
Not sure what package you are considering for purchase, but I'll attach some screenshots.
The outline effect is coming from the shader (in URP is coming from a renderer property), so that's easily replaceable. The AO is just a post processing effect, the models themselves are using just some gradient textures.
Toon Outline shader + Lighting (1 directional light) + Post Processing
Mobile Diffuse shader + Lighting (1 directional light)
Mobile Diffuse shader, NO Lighting