Animated Characters For Mobile Platform

Hey guys.

In last time I was asked several times if my characters can be used fin games for mobile.
So I decided to prepare several of my most popular characters in order it can be used on mobile platform without any problem.

If someone which already bought one of aproporate packs and want to have mobile version - he/she will get it for free.
You just need to send me mail to mr.necturus@gmail.com with some prove, you know. :slight_smile:

Here is first one - Elven Assassin: http://mr-necturus.com/shop/unity_assets/elven_assassin_mobile_unity

Discount for 10 days!


This version have much less polygon count then PC one.
Only one material for everything.
All armor parts combined into one mesh except assassin mask.
11 new animations included.

Asset can be imported and Used with Unity 4 Mechanim.

with all my respect to the quality of your models I’m really sorry to tell you that it’s not ready for mobile devices. the technical requirements are far from being met.

only the 1024*1024 textures are OK. you can lower the tris count by 2 at least and use around 30 bones max ( with 2 bones influence per vertex ).

Mobile constraints are terrible, maybe this character would be OK on the latest generation of I PAD though.

This is true that requirement for some devices are narrow. But not for all.

I know that people using even my mid polygonal models for I pod games.

These rules are changing constantly. So already or very soon these models will be possible to use even for I-phone games.

I just wanted to add.

If someone which already bought one of Elven Assasin packs want to have this version - he/she will get it for free.
You just need to send me mail to mr.necturus@gmail.com with some prove, you know. :slight_smile:

This can be set in Unity, under Quality settings.

Another important thing that if it is possible, the whole character should be one mesh (even if its armor was modelled separately, it should be attached after the modelling to the body, not just linking it to a bone). And the whole character itself should use 1 texture.

These are important because the number of drawcalls. One mesh using one texture: one drawcall. Two non-static meshes, one texture: 2 drawcalls (well there are ways to optimize it, but generally). One mesh using two textures: two drawcalls.

It is always a matter of versatility vs optimisation. If the armor is not separate, then it is less drawcall, but you can’t change or recolor or remove it.

Elven Witch Mobile: http://mr-necturus.com/shop/unity_assets/elven_witch_mobile_unity

This version have much less polygon count then PC one.
Only one material for everything.
All armor parts combined into one mesh exept helmet.
7 new animations included.

10 days discount as usiall

I am pretty fun of optimization. I like to do it, but…
We can see that developers requirements are going in the direction of greater functionality and reduce optimization. This is because mobile devices are becoming stronger. And this trend will continue.

Elven Hunter: http://mr-necturus.com/shop/unity_assets/elven_hunter_mobile_unity

10 days discount!

This version have much less polygon count then PC one.
Only one material for everything.
All armor parts combined into one mesh except helmet.
19 new animations included.