[Released] Sci Fi modular level building toolkit (currently 5732 prefabs) ☀️

Current Total (as of 08/10/20): 5732 prefabs, and 1168 meshes.

You can find it at this link. http://u3d.as/1WRo

Keep checking here for updates, and make any recommendations on what you’d like to see added.

Please visit the asset page for additional screenshots and videos. I’m trying to clean up this thread. Screenshots have been updated during the latest package update, and I don’t want this thread to become redundant and full of 800 images to scroll through.

I love modular building assets. They are like Legos for adults. I initially was building out this setup to use for my own purposes in a game, but instead found that my passion for creating the assets surpasses my want for building a game. I’m now planning on listing this on the asset store for other creators to use, and am excited to see what others will come up with. My plans for this asset will be to have people submit their ideas on what they’d like added and to continually update it with new additions from these recommendations. Please feel free to weigh in on what you see, and float your ideas on what I should build to include in it, or to put in future updates.

It currently includes the following…

Completed Prefabs
Version 1.6
Prefabs
Interior walls
Exterior walls
Accent panels *
Platforms
Interior stairs
Exterior stairs
Ceiling panels **
Doors (animated and non-animated) ***
Hangar Sized Doors (animated and non-animated)
Floor tiles
Wall mounted lights (in 4 light colors)
Ceiling mounted lights (in 4 light colors)
Pillars
Hand Railings
Interior triangle walls
Exterior triangle walls
Exterior frames for buildings
Bases for raising buildings out of the terrain
Angled roofs ****
Wall accent pillars *****
Pipes ******
Cores (for designing the shapes of buildings prior to setting them up)
Crates (animated and non-animated) (Updated 08/30/20)

  • Accent Panels -designed to snap into the walls with cutouts
    ** Ceilings -Additional lighting included in some of the ceiling panels
    *** Doors -Set up idle, opening, and closing animations for each door. Set up the animator and a simple script and collider detecting the “Player” tag. Can either change the tag on your character, or change the script to your current tag or NPC. Included both animated and non-animated prefabs, in case you prefer to use your own scripting or animations.
    **** Roofs -With and without utility trays for mounting props like antennas, etc. and with and without a number of skylights.
    ***** Wall Accent Pillars -variations with and without lights, windows, and pipe snap-ins. Included prefabs to add in a blacked out top for top-down views.
    ****** Pipes -designed to snap into the wall accent pillars. Each pillar has 8 places designed for pipes to run. 3 medium at the top, 3 small in the middle, and 1 large and 1 medium at the bottom.

In-Progress
more lighting options In-Planning
more props In-Planning
removable panels with “stuff” inside In-Planning
flat roofs In-Planning

All are designed to be usable for Top-Down, FPS, 3rd Person, etc.

Materials are all atlased to keep draw counts down, and many of the meshes share 4k texture atlases.
Current texture variants of all items are 2 different metals, 1 plastic, and 1 rusted option. So far I’ve been trying to just make things look good and clean with a classic Sci-Fi look, and free of a billion decals and clutter. (can always do something like that later if wanted) Each material includes Specular, Albedo, Normal, and Occlusion layers. (emission layer included where applicable)

I’m really trying to have an attention to detail, while keeping everything simple enough for performance and reduced draw counts and triangles.

Let me know your thoughts and recommendations.

Best results with Deferred rendering and Linear workflow.

Here are some screenshots of the different texture options (sorry imgur strips out some fine detail and brightness).

metal01 texture variant

metal02 texture variant

plastic01 texture variant

rust01 texture variant

texture details example

Thanks all, and can’t wait to hear thoughts and recommendations!
-Steak

1 Like

Sci Fi Modular Level Building Toolkit - ChangeLog
STEAKandGAMES

V1.6 - Converted textures to PNG instead of TGA. Quality remains the same, but asset now takes up a quarter of the space that it used to! - Recommend backing up your project prior to updating

V1.5 - More Crates!
adding new models

  • Crates – 92 Total new crate prefabs

  • Crate02 – 8 new prefabs

  • Animated and non-animated.

  • smaller version of Crate01

  • Crate03 – 8 new prefabs

  • Animated and non-animated.

  • canister styled crate

  • Crate04 – 60 new prefabs

  • Animated and non-animated.

  • Small crate with multiple options

  • Empty, blue cells, red cells, white cells, and yellow cells

  • Also included prefabs non-animated and open.

  • Crate05 – 8 new prefabs

  • Animated and non-animated.

  • Box-style that opens at the top and face in a folding style

  • Crate06 – 8 new prefabs

  • Animated and non-animated.

  • Case style, rifle case styling

  • All Models include texture variants in metal01, metal02, plastic01, and rust01

Quality of Life

  • Added missed colliders to wall prefabs 22a-25b in all texture variants

V1.42 – Texture fix

  • Rebuilt all floor textures to get rid of some repetition that was more noticeable than intended.

V1.41 – Bugfix

  • Fixing a NaN vertex value bug on the steak_Crate01_base mesh. Was causing some bloom flicker.

V1.4 – Platforms, small stairs, half-height walls, and handrails update
adding new models

  • Platforms – 392 new prefabs
  • Railings – 64 new prefabs
  • Short Stairs – 64 new prefabs
  • Half-height walls – 4 new prefabs

V1.3 – Hangar Doors update
adding new models

  • hangar-sized doors – 40 new prefabs

  • 2 sizes – 2 wide and 3 wide

  • Animated and non-animated.

V1.2 – Wall Pillar and Pipes update
adding new models

  • wall pillars – 244 new prefabs

  • variations with and without lights, windows, and pipe snap-ins

  • pipes – 320 new prefabs

  • 5 different textures in all 4 variations.

  • 3 different sizes (large, medium, and small)

  • corner options of all prefabs

  • all pipes are designed to snap into the wall pillars, and each wall pillar has 8 places designed for pipes to run. 3 medium at the top, 3 small in the middle, and 1 large and 1 medium at the bottom.

Quality of life

  • moved pivot points and positioning of all wall mounted light prefabs to make them easier to place
  • added light prefabs without point lights for versatility

V1.1 – Crates and wall accents update
adding new models

  • Crates – 8 new prefabs

  • Animated and non-animated.

  • Interior walls – 36 new prefabs

  • Exterior walls – 4 new prefabs

  • Accent wall objects – 72 prefabs

Interesting pack so far. Are those ring lights? Did not expect that but it looks interesting. Are there options without a pole so they can be mounted on a wall?

I could make the rings able to be wall mounted, I did make some that are ceiling mounted that could simply be rotated 90 degrees to place on a wall. The rings are actually a separate object on the floor standing model prefabs, so that they can be rotated separate from the base. When putting things together, I try to envision how I would want things to articulate and make sure that it’s possible.

Sci Fi Crates are now posted separately for cheap, with an upgrade price to the full Toolkit of $5 off.

Sci Fi Crates - SFMLBT Lite!

Looks cool!

1 Like

v1.5 submitted to the asset store, increasing prefab count to 5732. Changelog and original post updated to reflect the changes.

both assets are updated and live on the asset store.

V1.5 for the Sci Fi Modular Level Building Toolkit
V1.1 for the Sci Fi Crates - SFMLBT Lite

Both increase the number of crate options.

Is this made for base Unity, or URP/HDRP?
If not made for an SRP, is it possible you could make a sub-package with materials configured for URP?

It is made for base Unity. However, I have tested extensively with using the built-in material converter in Unity and all materials convert successfully except for the transparency of the 1 glass material (due to how hdrp handles transparency, and easily fixed by adjusting alpha and material settings. I specifically separated all glass meshes in prefabs for precisely this reason, and to make it easier for people to convert)

I didn’t include both versions due to how much additional space it would bloat the package to (as it would essentially double the size) when the converter works adequately. See below for Unity’s information on converting the materials. (warning, it takes a while to convert the materials.)

To upgrade the Materials in your Scene to HDRP-compatible Materials, navigate to Edit > Render Pipeline and select one of the following options:

-Upgrade Project Materials to High Definition Materials: Converts all compatible Materials in your Project to HDRP Materials.

-Upgrade Selected Materials to High Definition Materials: Converts Materials that are currently selected in the Project window.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@6.7/manual/Upgrading-To-HDRP.html

Also… if you are interested but concerned about the process, feel free to grab the small pack of crates and test it out. If all goes well, then you can just upgrade to the full kit, for the upgrade price making the crates free. If you run into issues with the process of converting them, I can either assist you or refund you on the crates pack.

Just to clarify about URP, as your post above mentions the HDRP, but not URP.

So is the process straightforward also to converting to URP?

I haven’t tested specifically with URP, but the process is the same for converting the materials. Just select the URP render pipeline and hit Upgrade project materials.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/upgrading-your-shaders.html

I’ll test out a URP project to make sure there are no issues.

Hello,

Can you convert the textures from TGA to PNG, because the size is really large over 7 GB. I tried to do it via script but something with the UVs is broken. I don’t think anyone can use this pack with such a size, you cant even push it to github.

can you tell me a bit more about what you’re trying to do. I know that this asset is huge, being that it has almost 6000 prefabs in it (mostly due to the uncompressed 4k textures).

As for the TGA files, I only use TGA for diffusion and specularity, because I don’t have the greatest success with alpha channels in PNG files. Being that most of the objects in this asset are reflective and I wanted the highest quality for glossiness and light bounce, that is why I’m using TGA for those channels.

For reference, each material layout is like below…
(Example)
albedo.tga - 65537kb
emission.png - 119kb
normal.png - 19737kb
occlusion.png - 6870kb
specular.tga - 65537kb

after conversion to png… it’s still large, as the 2 tga files for each UV only drop from 65mb to 49mb. It looks like you may have modified resolution or something in your conversion, as your example definitely doesn’t have the UV lining up on all channels. Keep in mind, it will never be this size in a build, as it will use whatever size compression and texture that you opt to use for the materials and only include the models and textures that you have in your scenes. If you’re really just looking to cut down on your assets size for the project, you will probably need to remove models that you don’t intend to use. It’s just the nature of Unity projects and huge asset packs such as this. I am just trying to keep it as versatile as possible and include everything all together.

Please check out my other post where I explain what I did, using this method the PNGs are 20 mb with 4k res and I resize it to 2k and it becomes 5mb. I did a couple of tests with resizing and even if I dont scale down the png to 2k the issue is still appearing, so the main problem is converting from tga to png.

Link: I converted all my TGA textures to PNG, but there are UV issues

I posted source links above what Im doing exactly and people are saying that if its done right PNGs and TGAs have no difference in unity (like the way Quixel is handling PNGs).

Also having 6000 prefabs is not what makes it huge, the model folders is below 500 mbs, the reason why it’s huge is because of the textures and you may say that all of these models need different textures, but a lot of them are reusing the same ones and I’ve seen bigger packs that are 4 times less the size, but everything is PNG and the size is small (on the asset store page it says 2GB but it has all render pipe lines included, in reality its ~1gb) → Sci-Fi Facility Sector 43 | 3D Sci-Fi | Unity Asset Store

in your conversion process, as you’re resizing the TGA files from 4k to 2k when converting to PNG, are you also resizing the existing PNG files to the same percentage?

I’m not opposed to making a lower resolution version and publishing it separately for anyone who (like yourself) wants a smaller sized pack. But that will take a bit of time to rebuild it and publish it to the asset store, and then iron out the “free” upgrade process. As I don’t want people having to buy different versions, and want people to be able to use either or for the single price. Not a bad idea for the long run, but want to help you figure out the issue with your conversion in the meantime to get you rolling.

ah, I just noticed that you said that even if you don’t scale down the texture’s size to 2k it was still happening. Let me do some testing and see what I come up with. Will respond back with results.

Yes the problem comes with the PNGs not with scaling down. You can still test it but I’ve tried it plenty of times on different assets and it didn’t make a difference keeping it 4k.

I’m not yet sure why your conversion is offsetting it. But if you look at the atlas for that material, you can see how your conversion is offsetting location. I still need to do some testing of your conversion method through the link you posted, but just eyeballing it it looks like your conversion is offsetting the diffuse and specular channels like below…

Thanks for researching this, I don’t have much experience working with textures, so any help is appreciated :slight_smile: