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Modern City Environment [Asset]

Discussion in 'Works In Progress - Archive' started by dibdab, Jul 30, 2014.

  1. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    976
    getting close to finishing a new building pack.

    these buildings are low-poly closed hull, so they should work with destruction plugins.


    Unity 2014-07-25 02-38-25-71.png Unity 2014-07-25 02-39-08-97.png
    Unity 2014-07-25 02-40-20-87.png
    Unity 2014-07-25 02-40-33-80.png Unity 2014-07-25 02-44-22-64.png
     
    Last edited: Aug 17, 2014
  2. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
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    Unity 2014-07-25 02-41-44-52.png Unity 2014-07-25 02-42-51-41.png
     
    Last edited: Aug 17, 2014
  3. dibdab

    dibdab

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    Last edited: Aug 17, 2014
  4. dibdab

    dibdab

    Joined:
    Jul 5, 2011
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    and this is how it looks if some scenery is added
    Unity 2014-08-13 19-51-02-86.png
    combining the buildings
    Unity 2014-08-13 21-41-09-82.png


    the drawcalls go down, but the tricount goes up
    Unity 2014-08-14 17-20-00-36.png Unity 2014-08-14 17-20-19-55.png
     
    Last edited: Aug 17, 2014
  5. dibdab

    dibdab

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    so the conclusion:
    combining 10 objects of 1-3k tricount seems to be most optimum drawcall and tris wise
    .
     

    Attached Files:

    Last edited: Aug 17, 2014
  6. dibdab

    dibdab

    Joined:
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    Posts:
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    getting around 2-3hundred most of the time (buildings not combined)

    no lights ::::::: 3 dir 1 point light : 2 dir 1 point light
    Unity 2014-08-16 21-21-17-27 0light.png Unity 2014-08-16 21-12-32-84 3dir1point.png Unity 2014-08-16 21-37-59-06 2dir1point.png

    and I think I got my new look [1 dir light one point light and fog] Unity 2014-08-16 21-41-58-37 1dir1point.png

    and tested to run on mobile
    http://www.mediafire.com/download/thsvtd6ntaq4rep/citytest.apk

    though its looking a bit darker than on these screens

    Unity 2014-08-16 21-49-54-03.png
     
  7. Paddington_Bear

    Paddington_Bear

    Joined:
    Dec 9, 2012
    Posts:
    274
    Looks good. I'd put a bit of focus into your textures though, its the first thing people see on the asset store generally and it'd be a shame if it was brushed over on that basis alone.
     
  8. dibdab

    dibdab

    Joined:
    Jul 5, 2011
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    ok. the texture is a simple wall texture, like a line of bricks or stripes. let me show you some more pictures. I'm using 256x256.
    its basically up to the users preference what textures uses
    since the walls are uvmapped by floors, 256x1024 or like that can be also used (most of the uv scales are 2 : 1, and some 7-8 : 1, but theres a plan to remap more to this scale)
    Unity 2014-08-19 21-21-36-62.png Unity 2014-08-19 21-22-35-61.png Unity 2014-08-19 21-23-03-36.png Unity 2014-08-19 21-41-38-83.png Unity 2014-08-19 21-44-16-96.png
     
    Last edited: Aug 19, 2014
  9. dibdab

    dibdab

    Joined:
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    with a bit of furniture
    Unity 2014-08-19 23-02-08-34.png
    Unity 2014-08-19 23-22-59-49.png
     

    Attached Files:

    Last edited: Aug 19, 2014
  10. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    976
    some improvements: put a hole into floors for stairs (will be included, but can be changed) and roofs are textured too
    Unity 2014-08-26 15-14-05-07.jpg
    Unity 2014-08-26 15-15-58-30.jpg
    about drawcalls:
    there's 15 buildings on screen
    without shadows / with shadows (even meshes that under 180 tris loose batching with shadows, only very low models batch)
    Unity-2014-08-26-15-12-05-55.jpg
    but can be reduced,
    same thing combined
    Unity-2014-08-26-15-11-58-94.jpg
    all the buildings
    Unity 2014-08-26 20-54-04-94.png
     
    Last edited: Aug 26, 2014