Hi guys just finished this axe asset as a part of my environment im working on in Unity. Any feedback would be great and also is this worth putting as an asset on the Unity store never sold anything on there before. The asset uses three 2048 maps Diffuse, Spec and Normal. And the Diffuse was hand painted.
What type of game are you working on Avenger84?
3x2048 seems a little high in my opinion for one weapon, but I’m no expert on texture resolutions. I just came off a real-time RTS type game and the textures for the character were 2x2048 but I think they were reduced at run-time to 2x1024.
Anyway the axe model looks good. I’d say the texture of the blade looks like wood. May want to make it more metal looking in color and specularity.
Also the crack on the top of the blade near the shaft makes it look like it will break completely soon. May want to reduce the length and width of that crack so it doesn’t look so brittle.
The back of the axe blade is kind of plain. A simple pattern on it created with the studs on top of the handle would be a simple, nice enhancement.
As far as assets go, I’m of the opinion static assets are best sold in a set and for a moderate price. If I was going to attempt to sell this axe on the asset store I’d probably want to make a set of weapons and sell them together. Check other assets similar to yours and see how they have been done.
If you do decide to put this and other weapons on the store - I’d suggest creating normal textures as you have already done and PBR ready textures for Unity’s new lighting system.
Nice work.
Hi anmator2b Thanks for the feedback, I have bumped up my spec to give it more of that metallic feel. I am going to leave in the big crack by the handle as this axe is a decorative piece in my environment and wanted it to look well used.
Below is the scene I am working on rather than a game at this stage. I am not long out of Uni and looking to get in to the industry as a 3D artist/Environment artist.
This is still early stages of my WIP im going for a stylized look all textures that you see have been hand painted, also in the scene the lighting is no where near done many for some are just placeholder to give me somewhat of an idea.
Hey Avenger, the overall progress seems nice, i would suggest to reduce blocks size,
the wood planks on the cart should be horizontal, not vertical, also try to add some supports like the wheel.
Hi zertrax thanks for the comments above is the concept I am working off from Noah Bradley and as you can see the planks run vertical which is why I did it like this. Going to add nails and such into my painted texture. I may add extra supports but as yet not sure if I will do this.
Are those blue nails?
Metal sometimes has a blueish tint maybe I overdid it will fix it with some saturation but I dont feel its that noticeable
Haha - no Sir it is not very noticable at all. I had to zoom in a criminal amount to see them. The metal has a bluish tint because it’s reflecting the skylight. Right? Maybe reduce the reflection a minor amount is all.
I was just being a passive aggressive (comical) fan of your work. Keep it up! The cart looks great.
dude, I love your assets… I wish I could do this
Lol thanks man all crits are welcome because you might spot something I have overlooked your comments as always are appreciated
Thanks really appreciate that. The best advice I can give is to just keep practising
Avenger84: Yes, Do create assets for sale on the AssetStore. Your attention to detail will help you to stand out among the 9,000 plus entries in the graphics area there. BUT: Game designers like me are always in need of new assets, since the old ones start to get recognized.
Realize too, that a few assets will bring in a few dollars (only). There is tight competition, and you might want to focus on a certain group of items which is not yet in the assetstore at the moment. (You’ll have to look for niches which haven’t been filled, such as computer/IT gear or calendars to hand on the wall, or small photographs for the wall… just let your imagination go, and you’ll find something.
( ^ Example: I’m not an artist, but I saw that there were no ready-made prefab “audio controls”. Yes, there IS major/very complex audio control systems, of which I actually own several of, but when I was designing my first game, I just wanted a “Mute” button. Ready-made, with a script to mute the sound, so I didn’t HAVE to make it myself. (Sounds lazy, but I’d rather be designing the environment, than looking up the code for muting the audio…) So, I looked and there were no simple prefab/scripts available for such things… So, I took a few months, in my rare spare time here and there to complete: Universal Audio Controls (ver. 1.2 now available) )
So, that ^ was just an example of how you might put your (very impressive) modeling and art skills to use. Just make sure you request that if people use your stuff, that they tell you/credit you, so you can mention in your portfolio of art that “such and such” a piece was used in “X” game. That helps you sell more and get more jobs.
Good Luck!
A lot of people have enough money from asset store to live on, so it all depends on your reputation for quality
Really appreciate the comments and the advice always great to have insight into what game designers are looking for. Originally I was building this environment as a piece for my portfolio and to get better aquainted with Unity 5. After this I will probably begin making asset packs like you advised