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Wizard's Tower Game Level [RELEASED]

Discussion in 'Assets and Asset Store' started by mr_Necturus, Mar 8, 2015.

  1. mr_Necturus

    mr_Necturus

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    Game Level in 3D Max file (version 2009 minimum).

    http://mr-necturus.com/shop/unity_assets/wizard_tower

    50% discount for next ten days!



    .FBX, files are included. (I made several FBX files for better import.)
    Unity asset included.

    This is wide spaced high detailed AAA quality game level.
    It is good to make fantasy, Medieval and Pirates video games.
    Level primarily designed for PC or Consuls first or third person type games.
    It is also good to make quality video clips.

    Tower with all props and objects - 727,235 polygons, 1,172,024 triangles, 821,322 vertices.

    Textures are in .TIF file format. (diffuse, normals, opacity and specular) resolution are 4096 x 4096, 2048x2048, 1024x1024and 512x512.

    Wizard's_Tower_01.jpg Wizard's_Tower_03.jpg Wizard's_Tower_04.jpg Wizard's_Tower_05.jpg Wizard's_Tower_06.jpg
     
  2. mr_Necturus

    mr_Necturus

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    This is seamless exterior and interior environments game level. You can't change geometry of tower or Hill ground in Unity but all props and objects can be removed, replaced, and moved into another place. So this pack can be used as Wizard's Place construction KIT, where all objects can be used within another levels and locations in your game.

    Asset can be used with Free and Pro Unity versions as well.

    There is demo scene included into pack.

    In order to reduce pack size I reduced some textures 2 times. There ere original sized textures in 3D MAX pack which you have to download freely from my story when purchase Unity Asset. (You need to add specular map into Defuse map as Alpha channel.)

    Because this is exterior and interior level it need 2 lighting setups. sun_light, need only for exterior. I made pretty detailed interior lighting scheme, but very basic outdoor lighting.

    Pack includes:

    1. 43 Main prefabs, every includes several objects and allows control on each level area.
    2. 77 Different prop prefabs
    3. 7 Prefabs of trash object
    4. 7 Statures prefabs
    5. 10 Rock types prefabs
    6. 23 Furniture objects prefabs
    7. 35 Building objects prefabs
    8. 158 Static textures
    9. 1 Animated fire prefab with sprite tilled texture.
    10. 7 Light prefabs
    11. 1 animated door prefab
    12. 11 Plants prefubs
    13. All collision types attached. (there are some objects like web, grass... have no colliders)
     
    Last edited: Mar 9, 2015
    AaronClark likes this.
  3. AaronClark

    AaronClark

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    Just picked it up, look forward to seeing your next creation.
     
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  4. mr_Necturus

    mr_Necturus

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    Thank you Aaron! You are very welcome!
    Already working on it.
     
  5. mr_Necturus

    mr_Necturus

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    Last edited: Mar 9, 2015
  6. l0cke

    l0cke

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    I have very mixed feelings from this pack. On the one side, there is great idea, lots of work, but it is spoiled by hundreds of small details. Quality of modeling fluctating from advanced to beginner:

    For example this is ridiculous, this is not AAA quality game level:

    http://www.dropmocks.com/mIX2MT

    There is also lots of texturing problems with normal/texture map flow (must for AAA models), so the objects dont look like one piece, sometimes there is very low resoulution, or not proper normal map used, sharp edges on objects, no detail textures:

    http://www.dropmocks.com/mIZkDk

    http://www.dropmocks.com/mIZGwj

    http://www.dropmocks.com/mIZB4G

    http://www.dropmocks.com/mIZ3la

    Also source files are one big mess (i dont use unity package), objects are not attached into logical units, but you see plank01-plank200, majority of objects is not centered on 0,0,0, so to import it and work with it requires many hours of cleaning and attaching (there are no LODs, so to generate them this is must). Generally you receive scene as was modelled, thousands of objects. Usually importing pack of this size is matter of 1 hour, I ve spent already 2 days and still far from reasonable result. And then hundreds of hours to solve all these issues (retexturing really suck).

    So I am very disappointed. For the money it is probably good buy (there is lots of nice objects), but dont expect AAA stufff.
     
    Last edited: Mar 14, 2015
  7. mr_Necturus

    mr_Necturus

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    You right l0cke. I expected some problems in modeling and texturing. An I will fix it in future release with you and other people help. I appreciate QA and ask for more. :)

    About objects structure in 3D MAX file. There is things you are right and things maybe your are not.

    Maybe its a good idea to group small objects into one big, although its sometimes make work-follow more complicated.I will conciser to do it.

    I don't know what engine you are using and what is good and bad for it. I made several groups of objects per room or per place for smart loads and they yes centered it at 0,0,0. So every FBX file I exported have one such group placed at 0,0,0. Also I have FBX file for every small object in scene also placed at 0,0,0. I made prefabs in Unity for these objects as well.
    They all in EXPORT_FBXs folder.

    Most of small objects cant be centered in 0,0,0 when the placed in big scene. They are instances of each other and every use it own place. But...

    Please pay attention on Wizard's_Tower_PROPS.max file you have in pack. there are all objects you meet in scene placed at 0,0,0.

    I suppose one game type can be very different from other. You can want to make objects static or make it dynamic and work with physic. I provide base setup in Unity pack. From here you can go in any game direction you like.


     
    Last edited: Mar 14, 2015
  8. l0cke

    l0cke

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    I meant this especially for exteriors. Instead of having stairs from 20 planks (objects), it should be one object. Instead of having railings from 15 objects, it should be one object, etc. So attaching objects in logical units. And each logical unit will be positioned in 0,0,0, so it can be easily exported. And then final scene is made from these logical units.

    For example I made one object from whole tower:

    http://www.dropmocks.com/mIZGwl

    Reason is simple, it makes one logical unit (not having railing,door(!) or ladders there does not make any sense). And I use such unit for LOD generation. In rare case I decide to not have there for example ladder, I can always edit mesh and remove this element.

    Interior is of course different use case and each object (vase, book, table, bed) must be stand alone object.

    I would also recommend to start using detail textures, you can decrease resolution of diffuse textures and still have much better visual quality. Also parallax materials would make sense in same cases.

    I look forward for your bug fix release, when we can expect it? I will stop conversion, because now it does not make much sense when update is on the way.
     
    Last edited: Mar 14, 2015
  9. mr_Necturus

    mr_Necturus

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    There are reasons to combine object and reasons to separate them as well.

    Here reasons to keep objects separated especially in 3D MAX file:

    1. Instances. In your example where is bad UV mapping here. http://www.dropmocks.com/mIZGwj How many planks I will need to fix if I will combine objects like you did? 20 - 50 times? When planks are instances of each other I need to do it only one time. Its clear. :)

    2. Lighting in Unity. There is a problem when you need many lights are lit one object. So better to split sometimes.

    3. Physic. One may want to destroy object during gameplay. So to keep stairs separate and to give for each simple collider it's a good idea.

    4. To combine objects its pretty easy. Just several clicks. To split it after it is a long story. They lost their pivots, they no more instances... So, for example, if you need to fix stairs plank UV or modeling you need it do for every present plank...Spoke about it before.

    I am chose to keep objects separate and instances.

    I will try to fix UV and Models next week.

     
  10. l0cke

    l0cke

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    True, but this is matter of workflow. First you make plank, ensure everything is OK and then you make objects using this plank. You cant afford to have building from 500 objects in any game engine, reason is simple, performance. After merge tower is now one object with several materials. I cant imagine, that anybody would use this tower without doors, so doors are logicaly part of this unit.
    But this is hard to explain, buy some house kits from Manufactura 4k, according to my opinion they are doing it EXACTLY as it should be done. They probably have some versions with more objects to be able to fix bugs, but to customer they are distributing more user friendly package.

    Interior is of course different case and one object should be only interior structure of building. Any decorations like vases, books, trash, beds, statues etc must be stand alone, to be able to easily redecorate in game engine.
     
  11. mr_Necturus

    mr_Necturus

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    I am not a God, unfortunately, so I can't be sure I did all right for every 10 thousands objects in scene. :)
    And you are right I think it was a stupid idea from my side to make such complex assets and hope it will be all right. It also never return in money time I spend on this.

    So I release what I already have and will make something much smaller and profitable in future. :)

     
  12. l0cke

    l0cke

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    Common, be reasonable. This is really great project, also as you castle is. I think all these things mentioned above are details and when fixed it will increase value of these packs even more. I am always willing to pay for quality and I have no problem to pay more. I just dont se any reason to have statues from 82 objects, tower interior structure from 481, etc :)
     
    Last edited: Mar 14, 2015
  13. sicga123

    sicga123

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    I prefer seperate instances. I want to be able to lift up planks etc. and destroy them. Besides there are a great many ways to optimise a game and the art. There are numerous ways to create LODs, some virtual, basically just 2D projections. AAA studios use all sorts of techniques. Manufactura 4K makes great assets but they're limited in what I can do with them. A fair number of AAA artists are really about making high poly models, baking the textures and UV mapping them onto a much lower poly model. There are a great many techniues but it is best to have a model like this because it is easier to scale down and join stuff then it is to break them apart if they are one solid unit. It's merely a matter of perspective, my preference is for these types of models because I am going to have to work on models from Mr Necturus or from Manufacftura 4 K in either case, but Mr Necturus creates his models in the way I prefer, I get a great deal more use out of them. That is not to knock MK4 or anyone else, merely to point out that every developer has preferences and no asset creator can mkae models to suit every developer, in my case I have 1 or 2 model assets from Manufactura 4K but almost every single one of Mr Necturus' stuff.

    Besides every scene should be carefully built with optimisation in mind and especially scene load speeds. It can be a lengthy process but it is much easier to do with a model built like this than almost anything else.
     
    Last edited: Mar 14, 2015
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  14. l0cke

    l0cke

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    This is valid point.
     
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  15. hopeful

    hopeful

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    It seems to me that going with many small objects has its benefits. You can always mesh combine and atlas where you need it, apply occlusion and LOD where you need it, and so on. There are even additive scenes, if you need to go that far, to help keep the number of objects being rendered in control.

    When you have things broken down into small objects, it is easier to redesign a layout, substitute this for that, have a destructible environment, and so on. If a window is made part of a wall, for instance, it becomes hard to break it. Same for doors. What if you want to make a before and after set up? Like before the fire and after the fire? Before the attack and after the attack? It's helpful to have small objects, because you can add story-related detail to the environment easier by changing a few of them.

    But you can also drown in a sea of tiny unconnected pieces.

    What's nice is when you have some ready made object groups in addition to the individual parts, and example scenes usually are good providers of these ready-to-go groups. Another package I have has a ruined hotel as part of the promotional material. I thought I'd grab it and plug it into my scene as a prop, and look into modifying it later. Unfortunately, though, all I received in the kit was a bunch of small parts, like Legos, with some used for this type of building and some for that, but all in a single pile, and I was disappointed that instead of dragging and dropping my ruined hotel I was going to have to sort through a bunch of items and basically build one from scratch.
     
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  16. Teila

    Teila

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    I absolutely disagree with this. I have had to fix a lot of Manufactura 4k's models, especially UVs and textures that were hidden with all his special effects in the demos. I have spent hours upon hours doing this. So many, that I have learned to model my own and I am very careful to make sure that it all looks good...but I do find out after I put the house or church or whatever into Unity that something is wrong...back to Maya I go!

    Sasha has been very gracious here and I bet he fixes the issues. I actually like things in pieces because I can often use them elsewhere. But having a prefab of the entire object or in bigger chunks is a nice addition. :)
     
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  17. l0cke

    l0cke

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    No pack is without issues (even in commerical games), but according to my opinion, MF4k provides best assets by far. Best visual and technical quality. Normal/diffuse flow is light years ahead asset store competition, modeling does not look like textured boxes, they always provide LODs (for objects like stones in atlased way, exactly how it is needed), even coliders. It is obvious, that these guys know, what is technically necessary for game. Every great looking indie Unity game is based on their assets. They are today so far, that you can build complete game based on their assets, which is crucial, because you dont have to spent ages by trying to adjust different artists styles into one.

    But if you know about better medieval content maker, please show me, I will buy everything today.
     
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  18. Teila

    Teila

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    I think it is a matter of opinion. :) I own several of his packages and like the grasses and a few of the smaller items, but as I said, I won't use the larger building models in my game. I like the BEP packs better but honestly, the only way to get good items to build your game is to learn to model yourself or hire an artist to do them the way you want them done. I am sure that we have different expectations on how we believe 3d artwork should look but for buildings, I can't recommend any of the asset store items I have so far purchased. If you are happy with MF4k, by all means use them.

    I was simply pointing out that they are not perfect. I like Mr. Necturus' textures much better. I have not purchased any of his buildings yet but I like what I see so far. In my opinion, texturing is the most difficult thing to do right. I can easily recreate a model myself, but it is the texturing that makes it come to life..and without a bunch of post processing to cover up flaws. ;)
     
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  19. l0cke

    l0cke

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    There are thousands of content creators in asset store, but only MF4k, MrNecturus and maybe few others (but in much smaller amount) are producing good content. It is not only about quality, but quantity also, to be able to make game from it. Mix game from 7 artistic styles is not good idea.
     
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  20. Teila

    Teila

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    Which is why I make my own. :) I find a handful of content that look good together and then match mine to fit. Works well so far.
     
  21. mr_Necturus

    mr_Necturus

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    Hey guys as I promised I fixed UV mapping and modeling issues which I0cke was pointed on.

    Wizard's Tower was ungraded to version 1.1 http://mr-necturus.com/shop/wizard_tower
    You are welcome to download upgraded asset.

    I also hope it will be on Unity Asset Store soon. Review posses is going a bit slow this month.
     
  22. l0cke

    l0cke

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    Great, you are fast :) Where we can download it? I see only old version:

    Name: LO_Wizard's_Tower.rar
    Date Added: 11/03/2015
     
  23. mr_Necturus

    mr_Necturus

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    Thank you! Just download it please. Its new one. :)
     
  24. l0cke

    l0cke

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    It is not. I ve downloaded archive, but it still containts tower from 5.3., hash of the file is same (I am not using Unity package).
     
    Last edited: Mar 21, 2015
  25. mr_Necturus

    mr_Necturus

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    It seems you are right. I forgot to put 3D MAX file into RAR archive, sorry. I am uploading it now. But it will takes 5-6 hours. So please PM me your mail I will send you only 3D MAX file.

    Sorry Again.
     
  26. mr_Necturus

    mr_Necturus

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    Hey I0cke Location uploaded. Thank you for patience!
     
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  27. mr_Necturus

    mr_Necturus

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    hopeful likes this.
  28. mr_Necturus

    mr_Necturus

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    Hey Guys!
    I am glad to say that Wizard's Tower was upgraded to version 2.0
    Now It is Unity 5.1 version, All shaders was updated to PBS except one custom ground layered material.

    Wizard's_Tower_08.jpg

    I will upgrade it in Asset Store tomorrow as well. It took pretty much time to upload such a big assets.
     
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  29. mr_Necturus

    mr_Necturus

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