I’m working on, as title says - modular shields.
Currently I made 3 basic shapes, but I will add some more.
You can change many elements of shields to create COUNTLESS items!
I’m using tileable textures, so you could easily change it for your own if you want.
Emblems/paint/patterns/etc. are separate plane with texture with transparent background, so you can easily set another and/or change color!
PBR 1k or 2k textures. Quite low-poly, depending on used parts you can have up to ~500-1000 tris.
Let me know what you think
Price will be probably ~$15
Pack will include 5 base shapes. I’ve also made handle and stripes attachements if someone likes more realism.
I’ll probably make around 5 prefabs for each shape with different colors, emblems, etc. so you could have some better starting point.
I would like to see pictures of these in Unity, with appropriate PBR/realtime lighting. I like them and they would work great for us, save us some time. But they look like something is missing in the pictures.
@Teila Screens were made in Unity 5.0.0, default directional light with baking set to “realtime” and default plane as background.
Maybe that feeling of “something missing” is because I have no idea how to better present assets in Unity (I’m mainly working in Unreal Engine 4)
Anyway, here are screens of few examples with bit different lighting conditions on empty scene, I hope it’ll help:
They do not seem to be reflecting the light or really being affected. I imagine I can fix these myself, but…my advice, learn more about Unity lighting. You will increase your sales if your items look like they belong in Unity.
Download the blacksmith demo from Unity and then import the modular sheilds into the project and take screen shots within the environment. Might turn out better presentation shots.
@Rombie Thanks, I did what you said and here’s effect, I scattered some shields inside building. I had to do small adjustments to some materials to fit the environment. @Teila I plan to learn more during vacations/holidays About “flatness” - all shields except round one have actual slightly curved surface.
The one in the sun does not look like it is in the sun. Are you using the PBR materials correctly, putting the needed maps in the alphas and using specular or metallic maps?
By flat, I mean they have no shadows on the surface, regardless of the light. The one in the sun is as dark as the others. I see one that has a corner with some light, but that is all.
I don’t mean to be critical. I really like these shields!
This is a rather cool idea, but yeah, as is stated here previously, they need some work in terms of how they interact with lighting
The idea of playing a game like this where you could just make your own equipment at blacksmith shops would be so awesome, it would be like Dark Souls meets Need for Speed, pimping out your shield for maximum noteriety on the battllefield!
If someone uses this system to make that game, I’ll buy it day one.
You just gotta get make some medieval style hip hop music for when you are equipment modding, and have Snoop Dogg voice the blacksmith. Get that crossover game real strong.
Seriously though, I’ll be interested in seeing what you come up with potentially using this solution
@Teila Actually the one in sun was in shadow(I need to learn some level design too), here’s closer screen, you can see how different parts of frame reflect light.
I’m using Albedo and Normal maps with default Standard Shader, because shields can have different roughness/smoothness/specular values depending on style and mood of project as well as material (shiny metal, painted wood or something).
You can easily change textures for your own to better fit your project, any tileable texture will do.
Constructive criticism is always welcome @KnightsHouseGames I made it modular so someone could use it that way
@KnightsHouseGames Maybe, or it might be also difference in mood and theme - ‘dark vikings’ vs ‘bright knights’.
It’s very easy for one to change appearance, as I mentioned before, I’m using tileable textures so it’s quick to set different.