Quite a bit of time has passed, and I figured it’s high time to update this thread. I didn’t work much on this asset pack in December due to working on another project. But I did spend quite a lot of time on it. I managed to repurpose some of my old models, but I had to make a lot of new ones as well.
I did change my process/method a lot from my original assumptions:
- The deadline for finishing the Unity version is now 2023-03-01. Hopefully, I’ll manage to do everything I want
- I decided to progress sequentially: first, I’ll create the Unity package, and after I submit it, I will focus on making the Unreal package. There are enough differences between the two engines, and shuffling files between them (even with scripts for exporting) added too much overhead that slowed down overall progress.
- Instead of working on each category separately (e.g., tombstones, fences, etc.), I went through all of the categories and created at least a few models for each.
- After conducting research on how to import characters correctly for each engine, I decided not to add characters. First, it takes a long time (a few hours at the very least per character). Second, I need to practice more on how to create them. Third, the deadline. I might make a separate pack with characters later or add them in future updates if the asset becomes popular enough.
- I decided to support all three rendering pipelines in Unity. I figured out a quite efficient way to synchronize models and maps for my use case between the three projects, so it shouldn’t add up too much.
- I figured out how to do good lighting in Unity across rendering pipelines to showcase the assets: Exploring the Beauty of Unity Lighting.
- I made a few scripts (with the help of ChatGPT! :D) to assist me in setting up the models in Unity. These are relatively simple things but automate a lot of manual labor. I might publish them on GitHub later.
Finally I reached a point that “vertical slice” of all kinds of models are done.
Here are some more screenshots. First the fences. They are similar to what I did in my 1 Month of Low Poly Practice Challenge - Finished! - #73 by bOBaN , but I had to redo many of them to be game ready, and have less triangles (this applies to all the models that look similar to what I did at that time):
Next, the gravestones, some props, sidewalks and start of small crypts:
Start of graves:
And last, but not least - statues, rocks, trees:
All of those models are already imported in Unity, with neutral lighting and no post processing in showcase scene:
All of them have custom colliders. The process of importing and setting up collisions took quite a long time (almost a week!). I quickly added them to the scene that I was testing lighting in. This is an approximation of how it might look in Unity after setting it up in URP:
I’m at 305 models at the moment. Next step is to add variants to most categories. I should do this faster ( ). Still a lot of more work to do though