Rome for Unity is an expansive, truly AAA quality environment pack series that utilizes current-day game industry 3D art techniques to deliver unparalleled quality for your projects.
Extensive Modularity; build your city using varieties walls, doors, arches, gates, terracotta roofing, and more, all built on a 2m grid.
100% Physically Based: all surfaces utilize the capabilities of the Standard Shader via the Metal/Rough workflow.
No Photo-sourced Textures: Rome is built using the cleanest, sharpest material data possible via custom Substance Designer and Substance Painter workflows. No more blurry, high contrast, photo-sourced images that are double compressed and sent through a destructive image process.
Artifact-free Normal Mapped Objects: Enjoy beautiful props with clean, custom normal maps from high poly sculpts.
Area-weighted Normals: get the smoothest geometry and lighting by specially modified vertex normals.
Library of Prefabs: homes, temples, arcades, hallways, etc
Sensible Geometry Detail: all objects are modeled with next-gen in mind, but with LODS and a sensible triangle count for desktop and console GPUs.
Demo Scene: Of course!
Documentation: A large and detailed environment pack needs good documentation! Youtube videos demonstrate all you can do in the pack.
This thread will be the official development blog of the project! Follow it to stay up to date on screenshots, news, videos, and release information!
If you like what you see, please like and comment in the videos. Also, if you decide to purchase Rome, please consider providing a review in the store after you’ve dug in to it. Reviews are a great way to let customers know what you think and gives them confidence in their purchase! And it is a huge help to publishers like me who do this full time.
Have questions? Feel free to ask any questions in this thread and I’ll get back to you asap. Depending on your support request, an invoice number may be required. If that’s the case, we will continue the discussion through email.
Rome: Fantasy Pack I was featured on Allegorithmic.com’s User Story blog. In this interview, I talk about the material creation pipeline for RFP1, the thought process behing Rome: Fantasy Pack I, and share some tips and tricks.
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Rome was also featured in a blog post on 80.lv. Check it out!
Continuing the Rome Fantasy Pack series, Rome: Fantasy Pack II brings classical Roman exteriors and interiors to your Triple-A projects. Construct Roman temples and other exteriors from a bevy of modular prefabs and props such as ionic and corinthian columns, statues, elegantly carved friezes, and more. Detail them further with an exhaustive list of options for their interior including friezes, brass decor, even fresco paintings. Combine with Rome: Fantasy Pack I and blow away your audience.
Extensive Modularity; walls, doors, roofs, stairs. Construct your interiors and exteriors using the prefabs, then use the included Combine Mesh editorscript to reduce drawcalls and make it a prefab.
Jaw-dropping Materials: Custom-made Roman frescos and mosaic art, many based on their real-life counterparts meticulously reconstructed for use in 3D.
Special Shaders: wetness, stains, and even decal shaders. Special effects like puddles can be painted with vertex colors.
No Photo-sourced Textures: Rome is built using the cleanest, sharpest material data possible via custom Substance Designer and Substance Painter workflows. No more blurry, high contrast, photo-sourced images that are double compressed and sent through a destructive image process.
Artifact-free Normal Mapped Objects: Enjoy beautiful props with clean, custom normal maps from high poly sculpts.
Huge Library of Props: Roman furniture, interior and exterior home decor, lighting props, authentic columns, and more.
Cultural Detailing: use the 100+ fresco and frieze decals to give your Roman architecture and towns that authentic feel.
Area-weighted Normals: get the smoothest geometry and lighting by modified vertex normals.
Demo Scene: Of course!
Architectural Demo Scenes: Example layouts of interiors and exteriors made using the prefabs included.
Unparalled Support: Got issues? Need some help? Shoot me an email using the address at the top. Don’t forget your invoice number as proof of purchase!
Here is a sample of some assets, with just normal mapping, you can expect. This is my take on a corbel with some decorative wreaths connected to a small festoon. I took some time to model out the high poly versions of these assets and baking them down to the low poly. The bakes came out pretty good, but I have to go back and refine the low poly a bit more. Notice the soft corners on the corbel. Rome will have many of its 90 degree angles softened either via normal mapping or area-weighted vertex normals.
Each element here is a separate asset so you can reuse and combine them with other decorative assets.
This is a test of a detail surface material I created and rendered in Substance Designer. The relief is from a real-life sculpture of Hermes that I took into ZBrush and rendered out some special textures to help create this complete effect. There is parallax occlusion being applied to this box so the relief is completely natural, not generated from some fake diffuse map. It’s the actual height data from the 3d model.
I will be spamming this thread with work-in-progress shots. Mods be warned!
There are more to see on my Substance Blog, most of which will be used in Rome. I’ll post more as time progresses.
Today I worked on a simple arched doorway which proved to be a bit difficult modeling the details. It took awhile to get the technique down, but now it’s ready for material detailing.
Hi
Really appreciate the results, so far! A visit on your blog and Substance Share reminds me that I should work more with Substance Designer or even Painter!
Also Marmoset Viewer is a great Preview Tool, unfortunately it doesn´t have parallax. Perhaps it´s in works?
Looking forward to next developments!
Happy modeling and texturing!
Michael
When doing any sort of high detailed normal map work, it pays to create a nice extensive kit bash library of the elements you use in the art direction of your work. Here’s a sample of the frilly classical elements I’ve done which will be used in combination to create details on doors, thresholds, trim, friezes, cornices, etc. I’ll also render normal, height, position, world space normal, and ambient occlusion textures of them, combine them in Substance Painter to make brushes.
good to see you’re moving on to some current gen assets. These will surely bring a decent income over a long period of time. Hope you’ll be able to release it soon. Maybe add some layers to your subtools and add some wear / tear / cracks so you can create some variations.
Modeled this today. I found it in a reference imagery of a door online. Here’s just a piece of the ref:
These are the types of modeled details that I’m talking about; Making these, plopping them down on surfaces thereby creating awesome depth, normals, and albedo infomation. Plus, increasing my modeling skills.
I use 3DSMax for all my modeling. For those that use it, Step Build is awesome for creating the borders of a mesh from reference imagery. I’ve found extruding edges to be immensely useful. Not the old shift-drag edge extrusion method; the actual function. Give it a try.
Oh, it’s certain that I will wear the final modeled results. That’s definitely a step in the process. I just need to get the final base geometry going, then bring it into Zbrush to bust it up a bit.