This package aims for AAA visuals combined with ease of use and speedy level creation by using substances for PBR texturing and a strict technical approach in the construction of the 3D models. This lets you simply drag and drop parts you want to use into the scene and using Unity’s snap function making precision placement so that every subsequent piece fits perfectly.
Contained in this package is 250+ prefabs of variations on walls, pillars, doors, stairs, floors and ceiling, with a few clutter pieces to get started with. The main level geometry is textured using substances that support up to 2K maps, with clutter pieces and doors having their own texture sets made in substance painter to keep the texture quality consistent.
*!!!—See important notes below for details regarding using this package in Unity 2018.x, or if your are a Mac user.—!!!*
Try before you buy
If you are interested in trying before you buy, then you can download a simple pc demo from the link below. Link to demo
Bonus Content
Our Dungeon Trap Pack is included for free in this package as bonus content. It is a package containing 10 unique medieval fantasy inspired traps and 2 triggers. Perfect for creating hazards for your players to overcome. All animated and texture ranging from 512px up to 2k pbr textures.
- As of Unity 2018_1, Unity no longer supports Substances right out of the box. Allegorithmic, the creators of Substance, have made a new plugin that can be found HERE. We’ve updated our package to support the new plugin, and the current Unity 2018.1 build of the package use Substance In Unity 2.0.1. For users that have not upgraded to Unity 2018, everything should be as normal. - Due to changes in the substance plugin, the order in which you import the plugin and our package changes between versions. With version 2.0.1 you would have to import the plugin first, then our package. While at version 2.1.0 you need to import our package first, then delete the plugin folder that Unity creates, before importing the Substance plugin for everything to be linked correctly. There will be error messages in the console, but this can be cleared out once the import is completed.
Mac OS users
- At present there have been reported issues using substances with the 2.0.1 version of the plugin on Mac OS. Allegorithmic has been made aware of this and is working on it. It is unfortunately out of our hands, but have updated the package to include duplicates of all prefabs that use pre-baked textures instead of the regular substance material.
Version History
v1.4.1
Duplicated all prefabs, and applied non-substance materials with pre-baked textures to these prefabs.
This was made to make sure that those who still have issues with the Allegorithmic substance plugin has something to work with, without having to re-apply all the materials to all prefabs.*
These prefabs also got their naming convention updated to make it more coherent with the package as a whole. The old substance prefabs have not had their naming convention changed, though this will be done at a later update.*
v1.4
Added support for Unity 2018.1 with its own uploaded version in response to Unity not supporting substances out of the box, and Allegorithmic releasing a Substance in Unity plugin. Users of Unity 2018.1 and onward must install this plugin before importing our package for it to properly work. Importing afterwards should work, but will give a lot of console errors.
Added a separate package folder with chain props, containing the chain props already in the package, as well as some new ones. This was done because we will be releasing the chain assets as a separate package, and users of our MDP should not have to buy that package just to get duplicates of assets they already have.
Issues:
There seems to be an issue with the new Allegorithmic substance plugin and Unity on Mac OS.*
v1.3
Fixed substance producing white metallic texture instead of black for the non metallic surfaces.
Improved Substance performance.
Implemented new Height Based Ambient Occlusion into substance. Giving mutch better performance and better visual quality.
Implemented more customzation options into substance.
Re-orginized substance parameters to make it easier to work with.
Fixed error messages concerning animations not being set to legacy. These are now set up correctly and should no longer give console messages.
Added detail normal map to be used with stone materials. This needs to be applied manually to new substance materials as Substance Designer does not allow for this to be automatically applied to Unity Materials. Though we’ve applied it to the base materials.
Added prebaked textures and materials option that can be used in stead of using substances. These need to be manually applied to the prefabs as those are set up to use the substances out of the box.
Removed height map from StoneSlab and Stone substance, it is still on the StoneBricks substance. This was done’ because it didn’t look right with Unity’s standard shader.
Fixed some materials that was wrongly applied.
Added 12 new decorative cutout chains
v1.2
Added the whole Dungeon Trap Pack($9.99 value) for free
This looks promising. I was just looking for a new dungeon pack because so many others I’ve purchased have had issues. So, naturally I have some concerns and questions.
First, I’m concerned about whether or not the modular pieces use texture atlasing and how many materials per prefab are used. In some packages like this the use of atlas textures is non-existent and sections sometimes use 5-8 materials. I want to keep draw calls down.
Second, scale is an issue. This sounds like a no-brainer, but I’ve purchased several assets like this that have a AAA look, but find that when I place my 3rd person character in it that he’s dwarfed by ginormous doors and barrels. Have you put 3rd person characters in your demo scenes for size comparisons? Or measured doors and barrels using a ruler tool like zz ruler?
I’m also concerned with poly counts. Are these low poly assets or high poly? The last asset I asked about showed me scene stats with a dungeon that had millions of tris and I realized immediately it was unusable.
LODs are also nice so I’m curious about that as well.
Also, I’m not familiar with Substance so I don’t know if I need a separate package to use substance materials. But what if I don’t want to use Substance, are there standard shader variants or can they easily be converted to alternate shaders like Uber for example?
Thanks.
[EDIT]
I forgot one thing. Is there any reason to believe this won’t work on 5.4.2? Is 5.5 really necessary?
Q 1, 5 & 6: This set does not use a texture atlas, as we use substances for all textures. You do not need any third party applications to use substances as it is supported natively by Unity. Substances are procedurally generated textures that gives the end user the ability to change the look of the textures produced, depending on how the substance was designed. There are 3 different substances in this package that we’ve composed ourselves. There is stone bricks, regular stone and stone slabs. You, as the end user, can adjust the look of these such as adding in moss in cracks, number of bricks, size and shape of the blocks and texture output size. This gives you a lot of control over the end result and the ability to make it look different from what some other end user might. You also have the option to adjust this at runtime or even program it so that it changes every time the player loads up a level. The end result is that the substance produces textures that are applied to a material, in this case Unity’s standard shader.
The material count can vary depending on how you build out your level and if you choose to have some parts share material, but out of the box it uses 6 materials all in all. As for going for Unity 5.5; it is simply because Unity broke substances in Unity 5.4(we originally aimed for unity 5.3 but as propper PBR wasn’t in place until unity 5.4 we aim for that and found out unity broke it). They did fix it for Unity 5.5.
When it comes to scale we model everything in respect to what Unity considers 1meter, this is to avoid the issue that you mention. This set is however built for and tested in first person, and I did do a test with Unity’s third person character and he does look rather small in what is designed to be a large medieval setting. That said, the 3rd person character is only 1.6 meters with the first person controller coming in at 1.8. I don’t know if you think this is too large. The base wall height is 4 meters/4 unity cubes tall. I’ve taken some screencrabs to show.
The polygon count ranges from single plane for walls (2 triangles) to the mostcomplex pillars that clock in at a little under 1000 triangles. We do not have any LODs in place atm. If that is something people want then we will consider implementing it. Though some geometry simply can’t be reduced more. If they’ve showed you triangle counts from within Unity then that can be misleading as real time lighting adds to the number by a lot, another optimization option is to use occlusion culling as we’ve done in our demo scene that comes with this package.
All in all there are a lot of possibilities with this package to customize and get performance if used correctly. You can build up your own sections with the base blocks(walls, pillars, ceilings, floors) or you can build out with the large premade demo pieces that comes with it.
I hope I’ve answered your questions in good details and if you’ve got any other questions please do ask and I’ll try to get at it asap
Thanks for the very detailed response, especially regarding substance. As far as scale goes, it seems to be fairly reasonable, but I’d have to see a bit more to know for sure.
The 5.5 hard requirement might be OK since I will most likely be going to 5.5 or even 5.6 for my final released product. I will definitely consider picking this up and “delve” into it deeper.
The update is now live. In version 1.2 we’ve added our upcoming Dungeon Trap Pack for free into our Modular Dungeon Pack. So if you all ready own or are considering to purchase this package you’ll get a $9.99 package for free
If however you’d rather just buy the Dungeon Trap Pack instead of the whole Modular Dungeon Pack, don’t worry it’ll be live as soon as Unity gets done with approving it as a standalone package.