Small update for today - 2nd set of walls (WIP):
Finished two sets of fences (fixing the first set and adding 2nd one). Modelling was fun, but making UV lightmaps for UE was painful
(for context: I just finish making 164 lightmap UVs for those models, this is lightmap density visualisation mode in ue4… symplifing: green is good)
Will post some nicer renders of those fences after I get some rest
Some black corner top row, repeated, in that video? Might be a shadow effect or a mesh glitch?
All looking good. Perhaps a 3D jigsaw puzzle game! Reassemble the urns.
Perhaps break down all the sets so parts are available separately? Just more chances of small sales people get as they are cheap but more often than full sets?
Can you take a screenshot pointing this part as I can’t find it?
Thank you!
I was thinking about doing that recently actually. The cheap part is one thing, but I also think that some people might just prefer to get smaller, more focused on one things asset packs…
Ah, thanks! That’s just video compression / perspective. Here are those bricks (from finished pieces):
They are similar for sure :D, but different cuts. Also, there is bound to be some level of repetition with modular pieces. On the video there is still just one pillar, but I made 3 variants. Still there is only so much you can achieve with 3 variants (even if 3 pillars x 9 wall types x 9 railings types do give quite a lot combination)… and with one person (i.e. it’s impossible for me to do always totally unique things).
Oh yes I understood about the repetition, mentioned it only to show it may not be a lighting issue.
Good to see all is well in reality.
I really appreciate that you mention stuff like that! It helps a lot
Those fences took a while. But now the pack will have 2 sets of modular stone fences (and one wooden that I did already for the nature pack). I had to revisit the one set of fencing I already made and fix a few issues there. Here’s the result:
62 models for the first set (which I call ‘type a’):
And 111 for the second set (type b):
Topology is mostly good (not quads everywhere, but keeping it more-or-less quad-based):
Both set are to the same scale so they can be mixed and matched. Also I am keeping the modular pieces in so other combinations can be made. Also quite a few other combinations can made from those pieces like that one:
Here’s how the fences look in Unreal:
And one of possible entrances:
And in Unity:
And one of possible entrances:
For Unreal I autogenreted colliders (on the engine side), but for Unity I made primitive ones (from boxes):
So proud to be included with so many great asset in Humble Bundle at great value:
Update time. Cobwebs, barrels and buckets. Cobwebs in low poly style were surprisingly hard to get right. I think in the end I got it mostly right, but I might revisit it in the future:
And obligatory wire shot:
I wanted to see how those cobwebs could be used in a scene so I made below scene:
Barrels and buckets I just revisited and improved a bit. It still took a bit of time, but nothing special here:
And topology of a bucket:
And a few renders from Unreal:
And Unity:
One thing about lightmaps for UE did bug me a bit… For simple shapes like planks, how should I do my lightmap UVs?
I made experiment with those 2 variants, and also with 2 additional:
There is a big bad seam in shading for variant A:
So… going with “wasted” or non uniform scaling is the way to go? I don’t like how ‘red’ it’s on lightmap density visualisation, but maybe that’s not tragic?
Spent quite a bit of time on benches now. They weren’t that difficult to model, but I took a detour to better understand uv lightmapping (see above). There’s not much information out there how to do them correctly though… On one hand I guess there will be someone that appreciates carefully made UV lightmaps. But on the other hand I doubt many people will notice any change (I checked quite a few asset packs for Unreal - all of them had those generated by Unreal). So moving forward I will do ‘best effort’ approach to it (esp. that now when I know a bit more it’s hard to ignore completely).
Here is how the benches look like (Blender, material preview):
And obligatory wireframe for one of those:
Btw. I prepared a 3 sets of benches in ‘pieces’ so they will be able to be broken down in game easily or assembled into different ‘piles’ for more variations.
Small update: added a few sacks:
Not a typical prop associated with graveyards, but you have to somehow bring in stuff there like building materials, fertilizers, etc. Fairly easy to model too, so I added them. Wires:
This time though I thought I will do a bit more to showcase those models (and others in the pack). First, Unity render (URP):
And now 3 Unreal shots. First two ones are campfire shots… I couldn’t decide between day or evening lighting, so I made 2.
The third one was night lighting test with those assets - I imagine such will be a mood for majority of projects using them.
Now, what graveyards need are bones and skeletons. I had some modeled previously but I’ve expanded on this quite a lot now. Here they are:
Wireframe for one of the models (skull):
As previously, I made nice renders in both engines. This time though I went a bit nuts with particles:
To show it even better I recorded short videos in both engines:
Update time. This time I worked at crypts/mini chapels/mausoleums (idk how to call those things , called them ‘crypts’ in the asset pack). Here are all of them in Blender:
6 models in two states: damaged and clean (example below). Don’t seem like much given I made way more variants for other object types, but individually those are way more complex and time consuming to make. Especially doing them carefully - e.g., not simply scaling UVs to 0, doing light map UVs, taking care of topology (not going crazy for full quad based topo, but keeping it fairly clean - by adding a few supporting edges those clean variants would be even subdivisble).
Here is example of topology:
Renders from Unity (the little zombie guy is just for scale, I will probably not include it in the pack at first release)
And last but not least - I took one of them and put them in context of other models and particles. First Unity in URP:
And Unreal.
I did also ‘daylight’ variant here
Phew, that was quite a bit of work. I am in the process of finalizing short videos (simple camera movement while particles mover around for added dynamism). Will post them later.
Could you make some of the sacks/bags be open at the top and some other assets inside visible? Like a bag of bones, or rocks. Some laying over and things falling out.
Ooooh, that’s super cool idea! I’ll add it to my backlog. Might push it for 1.1 release, but I really like this idea!
Having read through most of this thread I must say…
Hat’s off to you, and I hope I can get there one day.
Hope to create asset packs myself after I get some more modelling under my belt.
Any wisdom/tips from the other side?