[RELEASED] The Starfighter

[The Starfighter
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has been released![/CENTER]

The Starfighter is a single-seat, multirole fighter, that excels at interception and escort missions.
Advanced scouting and surveillance missions are possible, once outfitted with a probe in the designated socket in the fuselage.

Capable of space and atmospheric flight, combined with vertical take off and landing abilities on most terrain, makes the Starfighter an extremely versatile light-weight and high performance craft.

Both wings can be mounted with universal pylons and carry a variety of offensive and defensive weapons or equipment. (NOT supplied with this asset!)
Due to its folding wing configuration the Starfighter is suitable for carrier based operation with limited deck space.

The SF’s cockpit doubles as an escape pod and life boat. In case of emergency, it detaches completely and will be ejected from the rest of the ship.
The escape pod features a number of survival equipment, including independent oxygen supply for up to 24hours or 96hours in suspended animation.
Being maneuverable on its own, the pod can be piloted using the same interface used for the Starfighter.


This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming, VR and real-time film spaces.

PARTS

While not specifically advertised as a modular asset, the Starfighter is built from and provided as 10 basic parts:

  • main

  • main interior

  • main landing gear

  • front

  • front interior

  • back(engines)

  • back interior

  • wings

  • wings interior

  • escape pod

Note, that for this asset many of the actual meshes have been kept separate, the above list entries, henceforth called “parts”, represent the hierarchical structure and simplify managing the objects.

Each of these 10 parts has its own texture-set and material.

Having the asset structured like this, allows you to not render parts you don’t need. This saves texture memory and avoids rendering unnecessary polygons.
For instance, you likely won’t need the interior parts in normal flight mode, but you will need some if you fold out the landing gears. Or alternatively, in a hangar-like scenario, you might choose to show the Starfighter in various states of disassembly - without the wings for instance.

In short, it’s giving you the flexibility to get more out of the asset.

For us it means, we can maintain a high quality across the asset and it opens up the possibility of future extension.

In case you would be interested in extensions to this asset of any kind, we welcome your input and suggestions either here or via email at support@machin3.io.

There’s prefabs for The Starfighter in different assembly variations(with substance materials applied).

ANIMATIONS

The Starfighter comes with a variety of animation clips, most importantly the landing gear fold, landing gear dampening and wing folds. Furthermore, there are animations for wing flaps and fins, for escape pod elevators and rudder and finally for the escape pod release and probe release mechanisms.

An animation controller sets up the animations and transitions using multiple layers. In cases where it applies, animations can be played as a unit or individually. For instance, the landing gear animation is masked accordingly, so you can only lower the front gear, or only the main left gear, etc. instead of all of them at the same time.

landing gear fold out & dampen


wing fold

escape pod release

flight control surfaces

MATERIALS

All materials are utilizing PBR.

Materials for The Starfighter are provided in form of substance .sbsar files, which contain procedural materials allowing for significant customization.
Default materials, set up using Unity’s standard shader are also supplied.

HIGHLIGHTS

  • 2 main, plain material choices - painted metal and plastics
  • a mix of both, where the plastic parts act as accents to the painted metal parts
  • a 4th camouflage material
  • control emissive amount and color
  • control cockpit color
  • parametric dirt

OVERVIEW
The following chart provides an overview of the specific material customization options available and demonstrates some of the variations that can be achieved.

(For demonstrational purposes and due to the assets compactness, this chart is using the Probe, not the Starfighter)

EMISSION
For the back part, you have control over the emissive strength, as well as the emissive hue.

DIRT
You can add parametric dirt to the materials and have control over the intensity(dirt level), as well as the contrast and grunge amount. Notice, that depending on the grounge amount, the dirt may not be evenly distributed and but can in fact be more pronounced in crevices, which is achieved through the supplied AO and curvature maps.

CUSTOM DECALS
Finally, with deferred rendering you can utilize deferred decals to freely position and scale any additional graphics you like directly on the surface.

The Starfighter - Urban Camo (animated)
The Starfighter - Plastics (landed)
The Starfighter - Painted Metal (in flight)

The Starfighter is ~30m in length, slightly larger than modern fighter planes.

302 Objects

Polygons/Triangles

  • 66K tris in total
  • 21K just outside parts
  • 3.5K just escape pod

Textures sets, resolutions

  • 2048x2048 main, main_interior, main_interior_gears, front, front_interior, back, back_interior, wings, escape_pod
  • 1024x1024 wings_interior

Textures - all provided in .png format

  • AlbedoTransparency
  • MetallicSmoothness
  • Normal
  • Fluting (Normal)
  • Emissive
  • AO
  • Curvature
  • substance specific masks

Materials

  • Substance .sbsar (procedural) - for all outside parts
  • default materials (static) - for all outside and interior parts

Animations

  • 12 base clips
  • 30 clips, if masked out clip separations are included
  • 72 clips, if reversed clips and masked out clip separations are included
  • unity animated escape pod ejection for demo purposes

continued…](Unity Asset Store - The Best Assets for Game Making)

4 Likes

Unity 5.3 is the “substance parity” release, meaning it’s visually consistent with what artists create in Allegorithmic’s Substance products. The Starfighter will work in earlier versions of Unity too, but we’d advice you to use a GGX shader nonetheless to achieve the highest visual quality.

The Starfighter has a socket on the underside for a previous of our assets, called The Probe.
There’s a cover for this socket, if you don’t want to take advantage of this. But if you do, there’s an additional animation for the probe release mechanism.




The MACHIN3 listens.

2 Likes

The Starfighter has been released!

Here’s 3 sketchfab web previews (also added in the first post).

The Starfighter - Urban Camo (animated)
The Starfighter - Plastics (landed)
The Starfighter - Painted Metal (in flight)

Plus, here’s a few more renderings:










Let us know what you think!

2 Likes

This really looks cool. The only thing that would make it better for me, is if the cockpit itself could be replaced with some generic “non-cockpit” part, so the spacecraft could be used as a larger craft (for example, like the ME:A Tempest).

Is the fbx included? Can be used in Unreal?

Does this asset contain a “cockpit view” from the inside? Or was this asset made for third person / outside view?

Yes, the 3d model is supplied as a FBX and you should be able to use the asset in Unreal as well.

There’s no cockpit included as of this version.

Do you have any plans to add cockpit view in a future version? I would love to use this model in my project but im working on a VR project so i can’t use it without a cockpit view.

This looks incredible, but the polygon count is just ridiculously high for this to be useful in a real game. Any chance of adding a low-poly version? Something about a fourth of the total count?

@R1PFake
Not for the immediate future, I’m afraid.

@magique
22k polygons(outside parts) are not “ridiculously high to be useful in a real game”. I guess it depends on what games you make. For mobile for instance my assets are likely not the ideal choice. But that’s not what I’m aiming for.

Notice the bolded part in the description:
This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming, VR and real-time film spaces.

(A part of) The Starfighter is featured in the Unite 2017 keynote, as “The Ceiling”, haha.

I recently bought this and every time I try to import it, the latest version of Unity hangs and won’t finish the import.
Any ideas on how to fix it?

I’ve tested in 5.6.3x and it imported without issues.
I’ve then installed and imported in 2017.3.0b1 and it seemed to hang towards the end of importing. Restarting Unity and loading the project, I could not find any missing assets, so the import seemed to have finished after all.
The import should take a while, around 10 minutes for me FWIW.

Note, that I do have another general issue in 2017.3.0b1. " Failed to load package manager"
I’m not sure if that’s the cause of the problem. Do you experience the same?

In any case, the import hang looks very much like a Unity issue and not (directly ?) related to the asset.

If the above(restarting and opening the project) doesn’t work for you, can you try importing in a previous, perhaps pre 2017 unity version and manual move the package contents over?

edit:
Managed to resolve the “Failed to load package manager” issue. Import still hangs at the very end of ‘Importing Small Assets’ dialog however, so it’s unrelated.

I’ve tried 2017.2.0f3 and import hangs as well.
But again, just restarting Unity and loading the project works fine and nothing is missing, the asset is fully functional. I’ll reach out to Unity to look into this.

Has this model an detailed cockpit interior view for fps ?

With steering gear, seat and control instruments ?

If not, good idea for you to release an addon pack for it !

There’s no cockpit interior, at this point. I may do one in future, but am currently busy with another project.

Final day to get the Starfighter for 20% less.

@MACHIN3

Hello, I’m on 2018.1.6f1 with Substance installed from the asset store, and the Starfighter prefabs have materials missing when installed. The Substance textures import correctly.

There are so many submeshes that attempting to assign materials correctly does not sound like a good idea.

Any idea on how I can fix this?

I’m a bit behind in regards to Unity 2018, due to increased workload in the past 18 months. I’ll get an update out for this asset ASAP.

FWIW, I’ve been using a script like these in the past and I think even on this asset: https://discussions.unity.com/t/402427
Maybe this can work for you as well in the mean time?

Manually assigning the materials ended up working fine. I didn’t realize that the meshes were organized by material type already. Thanks!

Hi,
Is it possible to use the FBX to import the model into Blender and use it for an animation?