CITADEL has been designed with an UNCHARTED™ aesthetic in mind, with the versatility to be used in any fantasy, adventure, action, MMO, RPG, survival or BR projects.
Details:
● Fully HDRP and Built-In/Standard compatible (contact us if you require a version that is URP compatible)
● Full support for Unity versions 2019.4.0 or higher.
● Suitable for all camera perspectives from 1st person to top-down
● Recommended for PC/Console platforms
● Not recommended for mobile platforms
Package includes:
● over 80 AAA game-ready assets optimised for quality and performance;
● large 2km² game-ready demo scene with palace background and playable desert town (demo scene runs at >200fps in 1080p on an RTX 2070);
● 30+ modular palace parts;
● 30+ modular town parts (including 8 house/tower variants, and 10+ parts (such as antennas and balconies) to further diversify the house variants;
● modular wall parts (with 3 detail layers that can be tweaked and modified to age the appearance of the walls);
● high-quality optimised PBR textures (albedo, AO, specular, normal) at 4096x4096 as well as HDRP-specific textures;
● source substance designer ‘.sbs’ files are provided for palace/town-specific model materials;
● complete lush vegetation and props set: 2x variants of palm trees, ivy, elm trees, pallets, canopies, satellite dishes and more!
**Screenshots and trailer were made using HDRP with mixed realtime and baked lighting. The released package contains no lightmaps (realtime lighting only).
What post effects do you use in your asset trailers?
A lot of your youtube videos look really blurry so it is very difficult to gauge the texture quality and sharpness. Or maybe youtube encoding is causing it?
I believe YouTube encoding is the most likely culprit for blur, as we always ensure to avoid forms of lossy compression in our preview/trailer production pipeline.
With regards to post-processing effects, it differs between packages, but for the CITADEL environment specifically, we used a simple stack that looks as follows: neutral tonemapping, ambient occlusion, and a custom physically based sky.
As of the most recent update, the majority of the models are just exteriors. There is one building with a fleshed out interior, with a plan to add more in the future, but for now it is mainly exteriors.
yess i found out when i bought the asset that it was just exterior i hoped it was a palace inside out im a little bit dissapointed about. and that and because it has no colliders to.and most of the materials in standard pipeline are pink so maybe you have some info to help me. im just started with unity and wanted to buy this asset beceause i thought it contained ready to use buildings.
The package as first imported is compatible with HDRP, so one method to fix this issue is to import the package into a fresh HDRP project.
Alternatively, double click on the CITADEL_standardMaterials assetpackage within the Citadel folder and import the contents, this will replace the HDRP materials with Standard materials and will replace the demo scene with a Built-in RP compatible scene.