Asset store content page
Made these assets long time ago with Unity 5 point something
I wanted to test how much these kinds of assets sell
Assets for sale:
Battletank 12.5 euros
Chess board 3.5 euros
Battletank
Info
Functionality in short:
The Battle tank is made of dozens of pieces and most of the little pieces are batched dynamically to reduce draw calls/batches.
Decision to go this way was made interactivity in mind. Lots pieces waiting to be Exploded or animated.
To reduce texture size many of the base maps are procedural. Some areas on huge parts can be adjusted at texture. The benefits of this approach is the ability customize parts that could not be customized in the usual way and the ability preserve benefits of atlasing.
Dynamic features of the tank.
-Rotatable cannon, pipe and turret. Turret and cannon can be rotated both horizontally and vertically.
-Animating the roll chains happens mainly by offsetting texture from material properties.
- Tires are separated and can be animated by rotating around their pivot.
-Turret can be rotated horizontally and vertically around two pivots.
-Some of the low poly parts are batched dynamically. Even with shadows! Thanks to Unity's new deferred rendering pipeline.
-a good hierarchy and naming
-Pivots are aligned properly
-maps are baked exploded, which means that the amount of artifacts have been minimized.
-Luminous light intensity for the cannon and the hull can be adjusted separately from material(to reduce texture size).
Specifications
Battletank specifications
Here are some of the parts and triangle counts listed. I'll add rest later when I have more time for this. The overall total count is 24984 triangles. Plating seems to have the most triangles.
Smaller dynamic parts seem to batch very well. I tested this in editor on the example scene. The smaller the pieces the more they seem to batch.
Cannon 24 parts:
cannon base mesh 1001 triangleszd
cannnon pipe 139 triangles. Dynamic batching = yes
14x flare hulls and each has 38 triangles. Dynamic batching = yes
14x meshes for flare decals and each has 38 triangles
2x antennas 111 and 133 triangles Dynamic batching = yes
Laser/machine gun 25 triangles. Dynamic batching = yes
Machine gun 2 parts 235 and 28 triangles.
2x Luminous lights. red ones 265 triangles. white ones 471 triangles. Total of 736 triangles
Plating the most heaviest part in the tank. Total 15477 triangles combined. 16 parts total:
Cannon plating 4634 triangles. Dynamic batching = no
Hull plating 9555 triangles. Dynamic batching = no
14x Flare caps. 92 triangle each. total of 1288 triangles. Dynamic batching = yes
Turret a total of 8 parts and 2091 triangles :
Hull painted parts 681 triangles
inner hull 174 triangles
Machine gun painted parts 240 triangles
Scope 264 triangles
Scope metal part 244 triangles
Metals hell 260 triangles
Scope glass 20 triangles
core pipe 208 triangles
Hull a total of 24 parts and 4196 triangles:
16x tires 142 triangles total of 2272 triangles. Dynamic batching = yes
hull 856 triangles
4x side decorations 124 -144 per piece. 528 triangles total. Dynamic batching = yes
2x roll chains /threads 144 triangles 288 triangles total. Dynamic batching = yes
Luminous parts /lights 252 triangles
Procedural texturing:
Colors can be adjusted by tweaking substance parameters. Different parts are masked with SVG id color map, so there are almost endless amount of possibilities.
There is substance container for different kind of camouflages. These can be edited in real time too and they are purely optional. Camouflage can use secondary uv-set and the file size is really small since no bitmaps are used in these containers. All is purely procedural!
What is included in the containers:
Battletank
-diffuse, normal , specular, glossiness, world space normal, height and ambient occlusion -maps.
-Procedural weathering filters
- Add dust, rust, verdigris, dirtiness, edge wear and paint/rust peeling.
- clever usage of parameters will allow to create much more. Turn rust parameters to something else like sand or snow.
Camouflage generator
-6 different kind of procedural camouflage generators.
- minimal storage size and faster loading times at the expense of ram. This is optional and is the default behavior of the procedural container.
Buy the Battle tank
Awesome asset for prototyping near future and sci-fi games and else
Chess board
Info
Special care has been taken to ensure every small detail is covered, if you find something should have been done better then contact me. I'll think about it and update the asset, if it makes any sense. I used highest quality settings and had no problems running the scene with very high frame rate(several hundreds). I have nvidia gtx 970.
What is included in the package?
- Following models: Soldier, Tower, Messenger, Horse, Quuen, King and the board itself. Models are cleaned up, pivots aligned and positioned.
- Four LOD levels(LOD0, LOD1, LOD2, LOD3, LOD4) for each piece and 2 on the board(LOD0, LOD1).
- 1 Master prefab that contains the following : reflection probe, light probe group and ChessBoardAndPieces Gameobject.
- Two materials for each color and one for the board
- 2 bonus materials included for the black ones.
How is it Made?
The material part is pretty simple. 2 uv sets. One for the shared occlusion map and one for the tiling detail. This makes it possible so that many object can share one material. Chess board includes LOD-models(level of detail). These cannot be included in global illumination bake process so they are lit with light probes, which are included in the package. They still look the same, so it's not a problem. In the chessboard screenshot that I made as an example. I used reflection probes and candela raytraced reflections for the best quality. The lighting is powered with real-time global illumination(This is made with Unity 5.6).
Scene setup briefly explained
In order to get similar lighting as these images next to the documentation you need following post effects:
Candela ssrr (not provided with the package. Assets store stuff)
Vignette and chromatic aberration(unity image effects in standard assets)
Contrast stretch(unity image effects in standard assets)
SSAO pro (not provided with the package. Assets store stuff). You can use unitys ssao too, but I think ssao pro has little bit better quality overall and less artifacts.
Depth of field(unity image effects in standard assets)
Tonemapping(unity image effects in standard assets)
Deferred rendering with hdr enabled. That means antialiasing have to be done as post effect