A quick sneak peek at some of the townsfolk characters I’ll be adding to the first MCP update. They include a noble woman, merchant, blacksmith, and child.
Here is a second sneak peek at the characters that will be in the next MCP update along with 9 additional weapons for the knights.
Note: At the moment they are all using the basic knight walk animation (Eg all characters are Mecanim humaniods) but I will creating more animations this week for the new characters.
If all goes well I expect to be submitting the update to the AssetStore by Monday 29th Sept
Thanks johny,
Yes they are set as Mecanim Humaniods (See image below)
I’m using a fairly default Biped set up when creating them in 3ds Max so it maps well to Mecanim. Characters also have all 5 fingers rigged with 3 joints for each finger.
Do be aware that I have only included a very basic Mecanim Animation Controller. Each animation just blends into the next (Eg no fancy blend tree etc) I will mostly likely add a better Mecanim setup later (I’m waiting for Unity5!) but for now you should assume that you will need to set up your own blend trees.
As always, I am happy to take on-board any feedback and/or suggestions
Ok, here is my feedback, and remember this is just my opinion. I know there are many people out there that like different styles:
First the good: I like medieval! We need more medieval assets. The more the better, and that’s because I’m making a medieval style game right now haha The models are good for their style (but the style doesn’t appeal that much to me – see below). I really like the “red shield” knight and his helmet especially. The one that kind of looks like a visor. I like that you’re working on other towns folk as well – the blacksmith looks good. The textures on your models look really good too. I like that you included a mace for a weapon as well, you don’t get many of those.
Okay now the bad (and take this with a grain of salt): I know you are going for a more “realistic” style, and I get that, but the models are just too thin and wiry looking for me (if that makes any sense). I’m almost looking for knights (or swordsmen) that have overly exaggerated muscles or body types. The models you made are very scrawny looking and their shoes almost look like high-heels to me. I know they’re not, but they almost remind me of women’s high-heel shoes lol, sorry.
So my suggestions: Try making a model that’s pretty buff (i.e. muscly, or beefy looking). See if people like it. I guess that’s my only suggestion really, is to beef them up. But for their style, they’re not bad
I think there looking good but yea different body types would be nice too maybe a small, med and large type of body each of them having different amount of muscle percentage amount. but overall I think they look nice, but I have yet put them in my game but will soon. I will leave feedback soon too.
Cool. Thanks guys.
I only started thinking about different body types when making the villagers (Eg it’s why I have a child model - you don’t usually see children characters) Will definitely look at making more different body types in the future
Okay, my two cents…I LOVE that you made realistic looking everyday people. I have been looking for these sorts of models forever. I find knights, burly muscular men, women in skimpy clothing with big…well, you know. But rarely, if ever do I find a medieval woman in a dress or a child, or a regular guy.
So kudos to you, Darkeyes! I bought this as soon as I saw the villagers in your thread, before they were released. I hope you release a girl child, a female peasant and a male farmer. A couple of knights in chainmail would be great as well. How about a portly barkeeper?
I was told by an artist that he would not make a female deer or a bull because no one cared enough to buy them. Well, maybe I am the only one who cares, but I like creating a more realistic atmosphere, even if all my player characters are all warriors!
Teila is totally right. One thing I really miss in the asset store are the normal people. They make the game much more realistic and believable. You can buy hundreds of knights or warriors but no or just a few beggars, childs, bards, jugglers, bakers. These characters give live to the game.
I totally agree and have also gotten a few emails and PMs saying the same thing - basically there aren’t enough background NPCs in the AssetStore and the ones that are there are either not particularly useful or super expensive.
For MCP I’m probably going to stick to doing 5 action/fighting characters followed by 5 background characters. The next update will be archers and crossbow men but I’m already planning peasants and nobles after them
Some people have also been asking about mounts (Eg horses etc) I do plan on doing something in the future but this will most likely be a separate asset pack and won’t happen until sometime in 2015.
What are peoples thoughts on vertex and triangle counts? So far the characters are between 2,000 and 4,000 (verts and tris) but all the feedback so far has been from folks using them for PC games (Eg no mobile people yet? :S) If most people are targeting desktops I might up the limit to 5,000 to 7,000 so I can get better deformations and details.
We are targetting desktop PC games as well, so a 5000 to 7000 would suit us great, a good idea would be to have two version of each character: a more detailed version for PC games and reduced polygon version for mobile games.
Just a quick heads up if anyone else has run into problems with MCP and Unity 5.0.0.0b9 (32bit and 64bit)
Seems something is seriously broken with Substances right now - I’m seeing a similar issue to this post on the Allegorithic forum.
I’ll post here when there is a fix/resolution. Stay tuned.
I am still waiting for that little girl though. lol I have a cow with no bull and a stag with no doe…but hope to get a little girl to go with my little boy. I love this package, btw.