Mostrando entradas con la etiqueta procedural. Mostrar todas las entradas
Mostrando entradas con la etiqueta procedural. Mostrar todas las entradas

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



viernes, 7 de abril de 2017

Cathedral 1.0.4



1.0.4 - Update with more windows. colored windows. And we still work on the prefabs and more upcoming assets!


https://www.assetstore.unity3d.com/#!/content/81894

So, what you can find into the asset is quite clear. You will receive like.. 45 or more prefabs (all with those pivots in place, you know? Because it's better to work this way)

With those prefabs, you can build any, and I mean ANY level you can imagine, so, the idea is to create some sort of blocks, wich are size of 1.. 2 units. And you even can place them by scripting. Like.. just moving and rotating pieces around, and them, you won't see the seams. Wich is kind of difficult, when you work on enviroment and small modules, right?

Under this text, you can see, one level.. then the camera view from the inside.



And then, some "messy" view of the level, wich is made out of those blocks, wich you can place, select and do whatever you want. but from the inside would be like the image under it.



The "difficult" part would be the illumination, wich is not difficult at all.
You have indirect illumination, wich comes from emmisive cubes, those emmisive cubes can be hidden after baking the scene. (It is the most recommended way to illuminate a level)

Then, you will need to place some Reflection Probes, so.. you can see the white/color reflection at the floor on the image above. Also, keep in mind, if you use Deferred lighting, you can blend the reflection from different probes, is how we get the result you see.

And.. finally, to make the moving characters in the scene, or moving pieces (wich can be just the doors) you need to bake the Light probes, wich those.. tell you if a character gets illumination between probes, more light or less light from this space. And those need to be placed all over the place, where the character can move. (No need on the ceiling.. unless it can fly around or jump quite high)

If you are using smartphone end.. then, you want to use illumination less expensive, probably get to rendering path: Forward. Wich does not allow to blend the reflection probes (as one of the multiple things you cannot do)

Best recommendation to make the light of the scene

Keep it simple!

Start from the beginning. If you don't know what is going on on the light of the scene, then.. hide or deactivate things. Light sources.. wich are also reflection probes.

Now is a bit simple to see that on Unity 5.6 But.. you know? It got messy when they changed the names inside, and then you have to differenciate between light engine, lighning path, now the way of shadowing... My advice, is to get comfortable with the basic stuff, then try to add another thing. And try not to add something you don't know what is doing at the scene, this means, learn how to use it, if you want to use it, probably you won't apply it properly and make the scene go slower. That means.. study! And.. simplify

Color path? I don't know why they put the option.. they recommend to use the default one to get more public. It is hard to learn something when the people just throw the things inside and tell you to use it, without knowing what is going to happen at the mobile of.. who knows, mixed with.. another thing wich is new as well... Keep it simple, then, you will start to learn!

viernes, 31 de marzo de 2017

Modular Cathedral - Updates from 1.0.3 - 1.0.4


Hi!

I guess you are wondering, Should I buy the Modular Cathedral? or should I wail till it is fully completed?

I have to say, at the moment, just with half month for Modular Cathedral and it is going quite well! That means, you will have more updates, it will be processed more often and you will have a powerful asset to cover some of your requirements for your game.

What do I want to achieve?

If you saw the last post... I tried to explain, how I liked Dark Souls saga, and how I learned from Diablo I, modular and procedural levels are quite good for gaming experience.

Having this in mind. What I try to achieve, is to create different modules wich can be rotated, moved and copied several, several times! So you can create a gigantic, labyrinth level with no trouble. Even, if you are interested to know how light is baked, I can explain it a bit here.

If you paid attention to the process of doing the asset, I am using a regular basis, you can find blocks with 1x1 unit size and some others of 2x2, 2x1 wich can be used, rotated and translated in the best display you want.

At the last update, I made some effort to create steps and stairs, so you can have different ways to create height and transitions from one floor to another. Wich can be useful (Diablo I style.. where you just went down each floor, trying to find the different big doors)

This way, you can create infinite rooms, wich are fitting together, no gaps between them, and they can be created during runtime (if you have the skill to do that, but I guess it would be without baking)

Also, I try to illuminate the scene with indirect lighting, that means, you have to bake the light and wait for.. 10 or 20 min, depending on the computer, and then you will have those lights, also, you have to keep in mind, you need the Reflection probes to show the specular on the surfaces, and also use the Light probes to "light" moving objects during runtime.

You can see, we added some candle tables to make the Indirect baking look like... it is doing the thing there. but the real stuff means, you bake the light first, you place the candles afterward.

At the newest update (wich I will submit with more prefabs.. still pending the upload to the asset store) some color is given by the indirect light of colored windows, wich they need some Reflection probes to work properly. Probalby you can add some effects on a direct light, or some volumetric light as well, wich are not given by default in Unity, but you can build it afterwards. (working on that...)

Place in mind, the multiple things you can achieve with this one. Also, I am going to upload more "samples" of different level designs wich can be achieved by this asset.










On the next update: