Virtual worlds I'm working on, and a new decal pack.

I am actively developing an overhauled version of a project I started in another form in 2009.

It was called ‘Panoramic Worlds’ and it was a Flash virtual tour (literally an interconnected web of dozens of panoramas) of 3d-rendered environments I came up with from my imagination.

Anyway, I discontinued that two years ago roughly and began work on a full realtime 3d redesign of the tour in Unity 3d. It is coming along well now - a lot more will be posted in the next few weeks.

Basically, it’s a complete overhaul of the project in full first-person realtime 3d, with new areas and significant visual improvements to the existing ones, plus ambient audio, some integrated narrative material, puzzles, platforming elements, etc. I’d like to make it a full-fledged game.

It’ll be posted online for people to explore for free. I’m kind of in a crunch mode now and the project is accelerating a lot lately. http://www.panoramicworlds.com

In the process of making the various worlds, I found many opportunities to create decals to ‘weather’ or add detailing to surfaces. The weathering elements are all processed from real-world photography I took of a bunch of blank surfaces I lined up and deliberately cracked, stained, scorched, dug holes into, coated with sand, mud, dirt, oil stains, fake ‘rust’ powder, etc. So it started off with me just making a few dozen ‘damage’ overlays [edited in Photoshop] to place as needed on surfaces, I started off thinking it was just for my own project but it has recently occurred to me that other people here might find the content useful, especially given that there isn’t much in the Asset Store’s decal section right now, so I recorded more of it, and plan to put a batch of some 160 damage and weathering overlays onto the Unity Asset Store for about $5.

Consider this an initial post in what will steadily become a larger thread with a lot of new images of both the game project and the decal package, placed here over the course of the next month.

Here’s an example of a few of the decals I’ve been working on adding to the collection - some cracks and scorch marks. They’re all based on real-world photography. Usually you’ll want to match the albedo of the decal to the general color of the surface it is on to make it look like it belongs on that surface. You can use the standard shader’s ‘fade’ mode or you could mess around with the Blend Modes shader from the Asset Store - those can both be used to create nice results. (But I imagine most of you already know simple tips like that.)

I’ll let you all know when I have more to show. Sorry for double-posting but I think showing the new content justifies the second post in this thread.

EDIT: Submitted the PNG decal pack to the Unity Asset Store. 141 decals included version 1.0.
Unfortunately the Unity asset store reviewers didn’t approve it. Not sure why but I’m reviewing the submission guidelines again to see if I missed something important. The textures may not be available on the Unity Asset Store but I’ll have them for sale for $3.99 on my Shopify-based shop and they’ll also be shipped on DVD discs along with my other texture collections and stock video content, on my eBay shop. Those are the two main places where I’m selling items, but I also have a lot of free stuff I’m in process of posting on TriumphantArtists.com (comics, still art galleries, videos, minigames, etc).

I am having same problem with asset store. i have modeled more than 20 models and uploaded to asset store.
they didn’t approve that.

i think people doesn’t interested on forums that post on WIP category.
that this have no replies.