We are happy to announce a huge discount, limited time offer for our “Low Poly City Pack”.
Hope you enjoy!
The package contains highly modular assets, with low polygon count and optimized texture atlases, in order to easily integrate these within any project.
With the help of these assets, a modular and straight forward workflow can be used for the creation of urban and industrial environments.
The package contains:
• 480 individual building assets
• 220 prefabs for quick assembly of sets
• 35 pre made sets which are built to accelerate city creation dramatically
• 2 demo scenes (day, night)
• 11 materials
• 12 textures
• 2 atlases
The individual prefabs, can be used as building blocks of a more diverse and complex assembly, while the pre-made building sets are already assembled and fitted with detail props and lights for a faster workflow.
Some of the assets are also rigged, so these can be modified, arranged in a position, which best fits the current scenery. These include: cleaning elevator, cargo containers, barriers, garbage containers and gates.
Two demo scenes will be also included, one for night time and one for day time.
We are currently working on the first update for our released package. It won’t be a major change, it will be more like an addition to the current state of the city.
It will include:
automated and triggered mechanics for certain objects:
barriers, gates, garages will open and close automatically when objects enter their triggers
there will be a fully functional traffic light system
We got to the point where we start working on a new package for unity asset store but didn’t really decide what it should contain. Then we thought what would be better then ask the community what they would like to see on asset store so we can build it.
We decided to give away five vouchers of our “Low poly city pack” currently published, for those who can help us decide what our next goal would be in asset creation.
From this moment on, till Friday (22.07.2016), we would like you to leave us a comment with your idea of the most useful package you would like to see on unity asset store and why.
Your comments should contain description of the desired asset and the art style.
After the commenting period has ended we will announce the five most useful ideas of assets and the five winners of the vouchers. For the most relevant package request we’ll make your wish come true and build it as our new project.
After some years of searching the Asset Store i think i can give you some ideas of things the asset store lacks.
Sea Animals: You can find some fish packs here and there but mostly cartoony or low quality. Come on, i’d like nice Sharks and Whales and many many fishes.
Ships: The “3D Models\Vehicles\Sea” Category has only 4 pages with almost an entire page belonging to one author. The 2 big packs cost between 240€ - 300€. The other models are some boats or single ships that are hard to integrate in a game. (I’m taling about aircraft carriers, frigates, etc)
Animated Models and Weapons for FPS and 3rd Person Shooters: Sure there are tons of weapons models but almost none are animated so they are useless for the indie developer. The only two worth buying that i can recall are:
Even those are hard to integrate with current FPS packs (Like UFPS, RFPS, etc) It will be cool if you make some aninated models and talk with the FPS assets authors to integrate them seamlessly.
Great kit, looks highly modular and has many items. My suggestions would be to continue making more highly modular large environment sets. I think there’s still a lot that would be great to see in this city. I have been working on a driving game so more of a focus on driving elements would be much appreciated such as tunnels and other road elements, as well as anything adding more vertical movement, I like your off ramp highway models already. More like that, hilly sections, so you have opportunities for jumps, anything like that would be awesome, I find stuff like that a real challenge to make in modular ways and am hung up on some parts now.
For other environments I find Sci-Fi still to be lacking, there’s not enough futuristic cities I can find, many highly shiny corridors, ships and bunkers; not enough cool outdoor environments/cities. Something targeting desktop would be preferred, as well as a being either very clean and utopian, or very dark and dystopian.
That would be my top suggestion, I also could use things like human animations.
I have two ideas, that comes straight from problem with my new game : - Buildings with interiors - I’m creating a shooter game for iOS, and I can’t find any package that has very low-poly building models (small houses, but also office skyscrapers and specialized buildings - eg. police station, fire station) that have full interiors. Those kind of building would be very useful with modular roads and some car models.
Low poly Jet Skis - my game uses a lot of water, and I really would like to have low-poly pack of jet-skis, different sizes and styles
I would love to see a Low Poly terrain kit that is modular. Something that I can combine at runtime and that works with dungeon generators like QMaze.
That would allow me to put some random buildings on the terrain pieces and then get a street grid similar to how I get a generated dungeon.
We have a lot of dungeon generators, but very few solutions to generate simple outside environments - and making use of the same logic for dungeons and outside world would be a great option for many games I think.
Modular low poly Buildings, both exterior and interior, a bit like building with legos, instead of a big mesh for it, several pieces soo that its possible to create the building more to the flavour of the person creating. That way each map will have a specific visual, instead of predefined static visuals.
– It seems that you have created atlases since you mention there are 12 textures, would suggest packing individual textures too if one wants to use certain selected models in this collection in a combination with others models.
– I really like having modeling assets not have any scripts/logic so that they are clean to import in current projects. I would suggest keeping the current asset free of scripts such as triggers and traffic light systems or packing them separately as unitypackages so in case one wants to use them they can import them later.
Future ideas:
– Different rural areas asset packages (a very small town, village etc) which are similar in style so that they go together with the city package
– Interiors asset packages that blend well with the low poly art style (along with some hidden compartments etc for mystery style games)
– Low poly architectural visualizations (famous places etc)
I am one of the lucky ones who got a voucher. And after testing for a couple of hours or so i can give some first impressions on the asset.
First the good things.
This package have a ginormous ammount of prefabs. There’s a lot a variety, like you can make your next GTA city with only this asset. (Ok maybe not but close).
The models are low poly. I’ve checked many of them and the models doesn’t seems to have unnecessary triangles.
The demo scene (there are 2 scenes but it’s the same city) is a large city. You can drop the Unity FPS Controller and walk for a while. I think the author took his time to made this. Is a pleasure to get nice demos that show fully what you can do with the asset.
Now the bad things.
The models textures are not seamless so you can see where different models joins.
Also i really think this models could look a lot better with higher resolutions textures. After all you can use a model optimizer to lower the texture resolution. Also the models doesn’t include normal maps, i think with them the models could look a lot better.
As it just happens I have a second thing I would love to see - cool keys (and locks) in a comic/fantasy/handpainted style.
There are really few keys in the 3D section and most are not that great. I would love to get a good compilation of boss keys that can work with zeldaish fantasy games.
Here a few examples, though I would prefer a bit more colorful/zeldaish:
@b4c5p4c3 Thank you for your feedback.
We will make this our first update priority.
If you encounter any other issues please let us know, so we can get on it asap.
Best,
Dynamic Art team
Our free Low Poly Street Pack has just been released, which is a small sample from our “Low Poly City Pack”, created for modular environment building workflow.
This free package contains more than 150 individual assets and more than 40 sets to accelerate the creation process.
Tons of modeling assets with Specular Legacy Shaders (with proper gloss in alpha I think, like for window glare). There was a nice PDF explaining the assets included also. They are well packaged and organized.
I have to agree that there could be some very minor cleanup. Overall, lots of MODULAR assets for people to work with for the money.
This is the type of package that artists want for purchased assets, not really the type of finished-assets (like with merged meshes) that developers would use out of the box. Thus, individual texture maps would be a nice addition so higher-res textures could be re-atlased. Also, (eventually?) a PBR materials setup with metallic and emission maps used for the standard shader would be nice. With the nighttime scene, the buildings themselves are mostly unlit…the skyscrapers have no emission maps, for example, so you don’t see any “window lights” although many buildings are externally lit with several spotlights. There’s tons of spotlights and pointlights everywhere, obviously intended for baked lighting. This is not a bad thing, it’s a detail that took them a lot of time and effort and adds to the realism.
Developers: You’ll want to combine meshes, re-work the asset, stitch seams, possibly change the collider to be whole-building, customize it. That’s what it is intended for…MODULAR modeling assets for you to re-work (if that wasn’t obvious). DA team: Maybe include “modular” in the description when you do the next update. The website shows it well though, with an exploded-building shown.
My main thing is that I’d like emission maps for nighttime buildings (ideally a full PBR setup) and separate textures, along with maybe slightly better placement of models (stitch em up and remove slight gaps between floors and street sections). Overall, very nice and very worth the price. Thank you for all the hard work. Looks like a labor of love.
Some general tips for mobile users would be to bake all lights and eliminate all the active lights.
Depending on the scene complexity, batching and culling should be adjusted properly. Camera and atmospheric effects should be used sparingly.