The second volume of the Complete Vehicle Pack has been released and I’m asking for your feedback, about the presentation, the pricing, if the content is enough value for the money, or anything else that you might have an opinion on.
There are 36 vehicle prefabs, about 1000 polygons each, they all share the same material and texture (a 2048 by 2048 diffuse map, with specularity included in the alpha channel.
Each prefab has a custom mesh collider and the parts that can and should move independently are separated (wheels, spoilers, propellers, satellite dish, pick-up tailgate, and so on).
I’ve added an external trunk and some crates that should go well with the trucks and pick-ups from the pack.
Not bad, but why do you not smooth the edged rounded parts, like tires and the car body around the tire? Edged tires have a bad reputation since Matrix 2 I thinking about buying both packs for my RTS game later at designing the levels. The quality for my minimal top down range seems to be good and more than 1k polygons (triangles or vertices is more accurate for describeing the mesh complexity, polygons will be cutted in triangles) for props wouldn’t be good.
You’re certainly right about the polygon count, I will update the package description in the next update, along with some geometry tweaks like the tire edges that you mentioned.
Version 1.3 is live.
I’ve added 2 versions of textures, one with license plates for the EU region and another for the US version.
The textures have doubled in size, now the atlases are 4096 * 4096.
Other than that, some minor tweaks here and there.
For version 1.4 I’ve planned to re-export the FBX files, to make a more detailed version of the models (thanks to mkgame’s recommendations).
The new models should look even better on desktop (together with the U5 standard shader).
That’s in addition to the already existing models, that will remain the same for mobile platforms.
Hello , I try to use car models but their wheels leaving car body as like exploding and going infinite on space. nothing special on scene, just imported your asset from asset store , move car from prefab to scene and hit play , this happens. Any suggestion ?
If you want a quick fix, then be sure to select all the wheels of the car and check the “is kinematic” box in the Rigidbody component. This way, the wheels will only move by manipulating the transform gizmos.
However, if you plan to make a game that requires driving the cars or using them in a realistic way, then you will have to follow the steps in the Unity Wheel Collider Manual, along with other processes, according to your needs.
Was the Sketchfab texture resolution and quality reduced for that demo, or is that what I can expect? Just didn’t look like there was enough texture density, as textures looked murky and with (possibly JPG) artifacts. Please do advise!
Thanks so much for posting this.
The Sketchfab demo is of the first version of the models. Since then, the quality of the textures has improved and doubled in size. I’ll update the textures on Sketchfab too in a short while. Until then, here are some screenshots, this is how the textures look now.
[quote=“marincastefan, post:12, topic: 615824, username:marincastefan”]
Thanks so much for posting this.
The Sketchfab demo is of the first version of the models. Since then, the quality of the textures has improved and dobled in size. I’ll update the textures on Sketchfab too in a short while. Until then, here are some screenshots, this is how the textures look now.
Thanks again for bringing this to my attention
[/quote]Very nice! Thank you for posting those. Really dig your car designs