jueves, 3 de febrero de 2022

Modular interior Pro

 











At this phase, we decided to review the assets and create one wich is modular and it has procedural generation, so you can create some amazing flexible interiors wich you can edit and twist the way you want, to create something new.

It was created for the URP and you can check it on the store of Saucy Sushi Shop

jueves, 9 de diciembre de 2021

Japanese interior modular asset

 







So, we are getting into modular and procedural for making japanese scenes, for a nice price! You can check this asset, now available at the shop. Think that we give you support if you have problems to import the asset at your scene or loading the scene itself! 

https://assetstore.unity.com/packages/3d/environments/historic/modular-japanese-interior-pack-205887



domingo, 21 de noviembre de 2021

Modular Interior 2 Brutalism - concrete






It has been a while since we don't publish a new asset! But I hope you like it, this was inspired of a project of a friend, director of several shortfilms who was talking about creating a game, where a labirinth was in place, and I imagined that in concrete, concrete everywhere! And this is the best an proper way to create a scene in Unity, making it modular!



I hope you like it, and other projects are coming soon!



lunes, 2 de julio de 2018

Modular Spaceship Level - Interior























Now you can purchase our new asset! 
https://www.assetstore.unity3d.com/en/#!/content/119780

Modular spaceship available at the asset store, Build your own spaceship enviroments and fill them with joyful rides of people doing laser-tag or maybe your new horror game!

We have been so busy lately on other projects we could have not made a preview video, but it is coming. After we fix some issues with hardware and also uploading assets at the store!

Enjoy this new enviroment!

Re-upload of the asset Sci-fi Interior Architecture



We have got some issues with the last asset, if you bought the asset and it is showing like this, please, keep calm, we are re-uploading it with the materiales assigned properly and we hope it does not get corrupted again.

If some of the clients need it right away, please attach the document necessary to validate the purchase and we will provide the right files to you!

To some other answers, contact us at saucysushishop[at]gmail.com

Sorry for the inconvenience!

martes, 20 de febrero de 2018

Sci-fi Interior Modular

 

At this point of developing 3D assets, We got the idea of making another extension of the Interior Modular, so we got the ideas of missing content into Modular Interior and included here the creation of terrace, upper windows, more indirect ligthning and the things you can see on the following pictures.




Modular:

How to bake a modular asset? You should take care of the division of the walls, when you have them already in position, sometimes you got some black shadows, you can see the seams between the objects, but how to solve it?

At the Unity automatic unwrap you can always make the walls bigger on the lightmaps by changing the Scale on the lightmap unwrap, and also prioritize lighting, make the space wider or smaller, depending on your needs.

The rounded corners are trickier, on those you should check if some object is colliding, so it does not interfere much on the situation you are having.

Don't get me wrong, I had to bake it and try until I get the good edition of each mesh thing on the scene. So it gets a bit of practice, but that's all, you will have the same results by clicking and checking on all the stuff wich is included on this package.

At the end you can get your own system of prefabs wich can give you results real fast.







jueves, 1 de febrero de 2018

Cartoon Monkeys



When I conceived the cartoon monkeys, I was thinking more into machinimia than other stuff, like, making some animations for the monkeys and release some video from time to time, because I liked the way to express into a cartoony way some of the issues of life, like... studying arts and deal with finances



Third person character control:
So, what I did for this project, was to prepare a character, based on what I learned working at Many Worlds and working for the golems from Fluzo Studios.

When you prepare a character in Unity, be aware you would need a couple of things,
In this Third Character control, you have to know into the Animation window, you will have some bricks wich represent different states for the monkey.

The first one is called Grounded, wich is telling what would happen to the monkey if it touches the floor and you control it with the WASD keys, so this first Tree, you wold see something similar into the animation window


If you click on the Grounded brick, you will find in the inspector the first image, wich is telling you, you are getting into a Blend Tree, wich if you double click on the inspector, will tell you, you are into a 2D freeform Cartesian system, wich is blending different animations, depending on the parameters wich are set for the third person character control, in this case, turning the monkey clockwise or the opposite.


  

At this point you will realise, animations are a quite complicated issue when you have to mix-up some different variables, like how fast you want your character to answer to your input controls, and that's a different thing from how fast or slow would your character execute the different animations.

(And that's just for the grounded state of the monkey)

Following that, you will check the different arrows wich are coming or going from one site to another different one, in this case, mixing between OnGround and Jump parameter, wich are parameters coming from the original Third person character control


For different animations, you can always add more by using the component added to the Monkey, wich is called Input Manager, there you can create a key input and then use it within the monkey blend tree, and create some changes between animations like, being hit, throw a coconut, or slap. Wich if you check the different arrows, this just needs from a single condition, or at the most, two conditions, wich are comparing if the monkey is moving or not.


Then, you can check the different mask layers wich are telling the monkey how to blend when it is doing different things, At this point, there are interesting properties, wich allows you to make the monkey talk while this monkey is doing other stuff, the animation will override or blend with the old one.






At this point I think you would be able to mix some more animations within this controller, so, if you want to add some more animation, you can take a character (wich his animation set is prepared for humanoid) and then put it into the blend tree.

About throwing coconuts

Throwing coconuts is more complicated than this other stuff before, so... thanks to a script extended to me from MW, allows you to throw a rigid body from a position, triggered by an event scripted into the throw animation of the monkey (there are two, because the monkey can throw coconuts when it is standing still and when it is in movemnent) So, the script is triggered by a command 'Shoot' wich is at some specific frame on this animation, and then create an instance of the coconut, and after that it moves it back to the throw point... so you are throwing the same coconut all the time.

Two main different character controllers

Take notice, there are two different Character controllers, one is prepared with static animations, wich allows you to check on the video the different animations, and the other one is the one that we were talking first, the one wich allows you to have the monkey moving, rolling and jumping around.








I want to share with you some concepts I did, wich were focused on making some comic or maybe machinimia, wich you can also produce. Just know that you have to animate from an humanoid character and all the info shared between bones from one and other avatar must work more than fine.



We hope you like this asset as much as we do, we included a lot of work on it, nice animations and a nice set-up for a fair price


And then, the disclaimer

Please consider that I am not a programmer and the main energy on this asset is invested on the cartoon art, the animations and also blending all of those into this concept. you may experience some issues with colliders, wich are well known to be a pain in the ass with Unity, wich you have to program first to create a better experience on your game. This require refinement and a lot of work and our limit gets to this point.

Also, the sounds that you can hear at the video are not included