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uMech - Total Mecha Kit

Discussion in 'Assets and Asset Store' started by RedBiltong, Nov 8, 2014.

?

What Should uMech Focus on?

  1. More AAA mecha models

  2. More advanced uMech system (script base)

  3. Mobile friendly version

  4. Performance optimization

  5. Balanced development (models, system and optimization)

Results are only viewable after voting.
  1. eridani

    eridani

    Joined:
    Aug 30, 2012
    Posts:
    655
    Please have some low LODs with this kit. It's looking awesome dude
     
    hopeful likes this.
  2. RedBiltong

    RedBiltong

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    Oct 7, 2014
    Posts:
    44
    So, I've been thinking about what should and should not be included in the initial release for uMech. Here is a brief breakdown of the package
    • AAA Striker model for uMech system
    • AAA Striker model for Mecanim (rig based) - will also be sold separately
    • Mech Template model for uMech along with vid and document tutorials (I will post one soon) for creating your own
    • 5 x 4k textures with Diffuse, Diff/Gloss, SpecGloss, Normal, Height and AO map
    • uMech system v1.0
    uMech will get the following updates
    • Improvement and expansion of the uMech codebase.
    • Bug Fixes
    • Additional Mechas and Mecha types
    As for the price of the kit, I am considering something between $60 ~ $90 depending on how often uMech will get upgrades. I am not overly keen to start with $10~$20 range because 1) it is largely undercutting the general price range and 2) I don't think I will be able to keep working on uMech spending numerous hours on it and not making enough to cover my software licenses :)
    While this is mostly a fun-and-joy project, I would like to keep it alive with reasonable funding made with it.

    What I am afraid is that no one will buy uMech and get left out on the whole Asset Store Party :cool:
     
  3. Ghosthowl

    Ghosthowl

    Joined:
    Feb 2, 2014
    Posts:
    228
    I am very interested in this, but I am waiting for some better footage / a playable build to showcase what this can really do before I put it on my list of things to get.

    Btw great texturing, lighting and effects. Looking real good there!
     
  4. RedBiltong

    RedBiltong

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    Oct 7, 2014
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    There is a playable build available for download on the first post...while it is a WIP stuff, it should give you rough ideas...hope this helps...
     
    Last edited: Nov 22, 2014
  5. RedBiltong

    RedBiltong

    Joined:
    Oct 7, 2014
    Posts:
    44
    Just uploaded version 0.6 with some minor tweaks and additions. Download link is available on the first post. Also, I have opened a simple poll for gathering prospect opinions. It would help uMech greatly if you participate. Thanks.
     
  6. RoTru

    RoTru

    Joined:
    Jun 5, 2014
    Posts:
    37
    In my opinion you can sell additional mech models as individual assets separate from the base kit. It also broadens your market from not just a full kit but models as well.

    I think specific kits like these don't sell in initial burst at launch, but over time they do quite well. If you believe the asset store reports a lot of asset sellers make pretty decent sales as long as the asset is good
     
  7. RedBiltong

    RedBiltong

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    Oct 7, 2014
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    Hmmm...I was thinking about adding more and more to the package so it grows, but I suppose this probably is better :)
     
  8. hopeful

    hopeful

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    Nov 20, 2013
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    5,623
    People do it both ways. PROTOFACTOR, for instance, sells individual models and then also sells the same models grouped together by theme at a discount.
     
  9. RoTru

    RoTru

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    Jun 5, 2014
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    I've found people usually keep requesting updates to the code, oculus rift support, etc.. and that's probably the best thing to keep updating when it comes to full game kits.
     
  10. RedBiltong

    RedBiltong

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    Oct 7, 2014
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    I will probably have to think about this a bit more. I don't want to make empty promises about updates and end up with 1~2 updates every year...

    I would rather have something that gets frequent updates and expansion so that people who are invested are satisfied. As for the code, I will keep expanding it so that less coding has to be done with uMech. For instance, I've started to work on tank AI controllers...its still early and rough, but some AI enemy stuff will also be included/updated along the updates.
     
    eridani likes this.
  11. RedBiltong

    RedBiltong

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    Oct 7, 2014
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    In celebration of Christmas, I spent one morning on this :)

    Its rigged (mecanim ready), with textures ready for both Unity4 and Unity5 (and other PBR) and will be available on the asset store for free. And yes it is not related to uMech, just something fun and cool.
     
    Last edited: Nov 25, 2014
    TheNorthridge likes this.
  12. RedBiltong

    RedBiltong

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    Oct 7, 2014
    Posts:
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    going back to the official business now, I've began porting everything back to Unity4 last night. I should be able to present something very soon and also submit to the Asset Store. I will uploading any new features as soon as they are ready to be publicly showcased.
     
  13. RedBiltong

    RedBiltong

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    Oct 7, 2014
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    Unity4 - Bumped Specular (Diff/Gloss and Normal)
    WIP porting to Unity4 and it seems that the graphical difference between Unity4 and Unity5 PBR shader is more immense than I originally thought. Check the differences between Unity4 Bumped Specular (Above) and Unity5 Standard Shader (Below). While uMech is compatible with both Unity5 and Unity4, I feel that Unity5 is the one to focus on for the sake of uMech's future :cool:


    Unity5 - Bumped Specular (Diffuse, Spec/Gloss, Normal, Height and AO)

     
    Last edited: Nov 27, 2014
    RoTru likes this.
  14. Lee7

    Lee7

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    Feb 11, 2014
    Posts:
    136
    I know this post has not been updated in a while, but I just happened to stumble across this and when looking to purchase it in the asset store I see that it has not been release.

    Anyways, I tried your demo and its pretty cool, the mech works good and very mechanical like, all of this done without animations is pretty impressive.

    With that being said (and dont take this the wrong way), I have read this whole thread and I think you are out of touch with what you actually have created and what you should be focusing on. You seem to be focusing alot on graphics fidelity and the "Striker" mech you have created, when to be honest the mech is not very good or cool looking to begin with... BUT what it does do is perfectly showcase exactly how everything works. Also, the whole focus on the graphics part of it should just be thrown out the window, some simple diffuse maps would have been fine. (But since you have already done the work you might as well just leave it)

    The real gem you have in this whole thing is the codebase you have created to do all of this in a very mechanical type fashion as opposed to animations. This is what you should focus on, but also include the striker mech as the "dummy" rig that shows how everything is setup and works. If you can manage to make your codebase work the the majority of mechs out there and release what you have so far, it would probably sell pretty well at the right price.

    Anyways, again dont take anything I said the wrong way, you did a very good job.