4 packs to choose from: Woodland, Ancient East, Vistas, and Fantasy Interiors.
Use the tools to create your world using the familiar Unity Terrain engine, painting infinite terrain textures, then convert that to a faceted, PolyWorld terrain. A completely nondestructive terrain construction workflow enables you to iterate quickly and realize your vision.
Each themed PolyWorld pack contains numerous props and prefabs to fully realize your world.
PolyWorld: Fantasy Interiors Overview
PolyWorld: Woodland Toolkit Features
PolyWorld: Ancient East Features
Imagine taking all the 3D art you can find on the internet, no matter how well they’re textured, and suddenly having a game that looks 100% consistent in its artistic style. That is what the PolyWorld Mesh Converter script can do for you. With a single button press**,** take almost any Mesh-based gameobject, even Characters, and instantly convert it to the faceted style.
Included only in Woodland and Ancient East Toolkits
Mesh Conversion Example
With the Modify Color component, found only in PolyWorld: Ancient East Toolkit, you can then take all those meshes you’ve made and effortlessly give them color variety. All meshes in the PolyWorld packs are compatible too!
This thread will contain all the Polyworld info, so be sure to subscribe and check back for updates! Also follow me on twitter @qthe0ry and view my product catalog at http://www.qt-ent.com! Thanks!
It was a good exercise in R&D. I tried to do it by just using the plain vanilla terrain system. I thought I could just edit the indices and go from there, but there is no access to that. Then I tried rendering a normal map, but then that would mip out at a distance, blurring the edges of the triangles. The goal was to keep everything in Unity, so I ultimately decided on converting it to a mesh. I know I’d sacrifice the automatic tesselation benefit of the Unity terrain, but then I realized a big gain: I can capture the entire diffuse layout of the Unity terrain and bake it to the vertex color of the prefab mesh. This allows me to paint as many textures as I want on the Unity terrain and get all that color variation in the faceted mesh. Very very cool.
In experimenting more, I can take and create smaller Unity terrains, sculpt them, thenbake them down to a mesh to get specific features like cliff walls, rocks, etc. It’s all saved as a prefab, so you can them instance and distribute the prefab around the level.
Overall it’s a pretty cool system. I’ve spent the day refining the editorscript, then I’ll go on to fixing some small bugs in the system. After that, creating the artwork for the world begins.
The Polyworld packs will include the terrain script, but also loads of prefabs and meshes based on a particular theme. This is just another WIP shot of a pack of standard woodland village meshes. The architecture and supporting assets (fencing, bricks, vines, etc) will all be modular so you can make your own building and put it in your project.
So today I focused on the modular parts of the pack; rocks, bricks, flooring. You’ll be able to stick these props onto walls, corners, the ground, etc to get some nice color variance and shadow-play. It might be funny to know that some of the rocks start out in ZBrush. Right tool for the right job, I say. Also made some modular vines. They’re not precisely vines, but the color and shape give the impression of crawling foliage. They’re not featured in this pic.
Thanks HeadClot88. It’s not available yet. I aim to release it by the end of May at the latest barring anything catastrophic. The price will be under 50$.
Here’s a second video involving the village and an interesting lighting setup.
The lighting is all dynamic and there is a tilt-shift post effect on the 2d camera. The point lights in the scene certainly add to the art direction; most notably to the apex of the lower-leftmost house. It’s almost like the buildings are translucent. There isn’t any special lighting system used, but a single material for the entire scene with an image-based lighting shader.
More progress on the village and terrain topology this evening. Made a list of needed props including, simple rocks, bushes, more trees, wooden dock/bridge, outside furniture, loads of signs, etc etc… I’m also going to investigate water. The plan is to sculpt the water path using the terrain, use the script to convert it to faceted mesh, then apply a simple reflective material with animated vertex displacement on the y axis. I’m sure it’ll look cool. Comments welcome!
I’ve some tests to run yet for mobile, so it’s tough to say one way or the other. With this art style, you do need some more triangles to effectively illustrate the texture on the surface. The big benefit is that it’s all vertex colored, so running it through the vertex-lit rendering path should yield some very good performance. On Tegra3 and 4 the performance should be even better. We’ll see. I test on Ipad 1, Iphone 4, Asus eeepad Transformer tf101. These are pretty low-end devices, but I also test on a Nexus 4 which is higher end. I’ll post some numbers when it’s time.
What is planned so far for the first pack:
The Unity Terrain to Faceted Mesh editorscript seen in the first post.
a “Woodland Village” set of prefabs which consist of cottage-like architecture, windows, doors, chimneys, miscellaneous village props, wall sets, varieties of bushes and trees, flooring, lightsources, etc… The pack is entirely modular.
At least one skybox with a faceted treatment, probably more. The facets will be in the texture rather than raw geometry like the scene.
The vertex color shader that also enabled image-based lighting.
A variety of handpicked, tested IBL cubemaps to use in the scene to get nice lighting.
A basic vertex-colored reflection shader that also animates vertices. This will be the water effect but can also be used for cloth. Still needs to be evaluated though.
Probably the excellent mesh combine and dropout scripts found in my Urban Construction Pack. Should help mobile devices on Unity Basic.
A nice demo scene
Documentation
Nope! But it would help since occlusion culling will yield good performance boosts just like any other project in Unity.
At its core, the tool takes the Unity Terrain and converts it into a set of regular mesh gameobjects. What happens after that point is up to you I can write a tool to convert any mesh to vertex-colored and faceted but that is work for another day.
If the pack does well enough, I would like to publish additional themed packs such as Industrial, Urban, LotR’s Rivendell-themed, Floating islands, Rocky Canyons, etc etc… What do you all think?
[edit] BTW, it’s likely that any terrain script that you guys use to sculpt the terrain, like ones found in the Asset Store, can be used with Polyworld. If you’re religiously using one, let me know and I’ll test it.
Hey quick question - Could you test this with Stitchscape ?
It stitches your terrain into one big terrain and makes sure that there are no seams / Holes. I just want to make sure that this is compatible with that
I think this asset will do very well on the store. The way you setup your scenes it looks very clean and professional. I think you will make a lot of money as long as you provide lots of example art like this. Such good quality work I will be subbing this thread. Make sure to post when this thread goes to Asset store so we get updated