I actually have some very exciting things in the works. Don't want to reveal too much, but one of them is something very special for people who have purchased the first pack. I am very appreciative of the support the first pack has received thus far and want to do something to show that. That's all I can say. I will be revealing in the coming weeks. =)
Here's a WIP teaser for something I will be revealing next week. If you've already purchased Modular SciFi: Hallways, be sure to keep an eye out for the announcement!
How are you put these things together? Is there a snap to parts feature in Unreal? Are parts already grouped? Is there a how to assemble this stuff? Looks very promising ...
Hey Unit23, the assets adhere to the 10cm grid so yes they snap together. Each piece is separate from one another, you have to put them together yourself. With the 2.0 free update set to go live soon the total mesh count is 45 now. The example maps show off a preset layout that I created to show the modularity.
Another question, are these pieces designed for low poly count? Or is it possible to switch between low and high poly count? Is the poly count of the pack pieces considered standard, usable for 3rd person games? And would it be possible to generate the lightning then "bake" the lights ... and then use the pre lightning, or is - can this be done within Unreal. Thx for answering my questions, just starting with model packs...
The two images you posted above are sick, can i use those settings within a fast paced gaming environment?
I run the scene above and seen in this thread on all epic settings sitting around 40-50 fps. My PC is an AMD Phenom II 830 2.8 GHZ Quad Core, GTX 660 SC 2gb, and 8gb RAM. So nothing special really, actually need to upgrade it but it runs very smoothly. The models are designed for next gen desktop/console games. I took care to not waste excessive polycount at all, while also maintaining visual quality that one can expect from next generation assets. The pack doesn't feature LODs, though I'm looking into the possibility of including them in the future and retroactively through updates. You shouldn't have any problem using these in 3rd person games.
I'm not sure I understand your question regarding lighting, could you explain a bit more?
Thanks, to see more like that check the link above to see the free update I submitted for the pack which should be out soon. You can absolutely use these settings in fast paced gaming environments. =)
Hey SE_JonF I have this pack and love it. It's being used quiet heavily in my project (loving the color variations), and It's very versatile. Only problem I had was when I went to set up a door blueprint. Nothing major, just the pivot points for the door and frame aren't centered to the mesh. I simply exported them to max in fbx format and reset the pivots to center bottom zero. Other than that these models are outstanding.
Hey Darktrooper, thank you for your purchase! I'm happy to hear you love the pack, and can't wait to see how you used it in your project! =) The door pivot was placed along the very edge of the mesh, where it sits on the grid. Since the very edge is in the upper middle portion of the model, I can see why the placement might seem odd. The placement allows the mesh to adhere to the 10cm guidelines and connect with all the other pieces. I could achieve the same results using the centered pivot, but ultimately it came down to preference. Glad to see you were able to adjust them to your liking though. Whenever you're ready to show off your project send me a link, I'd love to see it. =)
Hey Unit23, windows were added in the free update that is about to go live. Check the thread in my signature for more info. A basic interiors pack is also in the works right now. Animated GUI displays are also planned to come soon.
Hi SE_JonF, I've been eye-balling these beautiful assets in the Marketplace for sometime now. Do you provide a means of manual and automated assembly? If not, have you considered doing so? There are a few Dungeon Designers out there that would pair up well with these modular assets. Although, I generate Labyrinthine Dungeons in my game procedurally with a DFS Algo, I'm considering building an In-game Dungeon Editor for Players to construct their own Dungeons using modular assets like these. Such an Dungeon Editor really wouldn't fit the current scope of my Fantasy FPRPS, however, coupled with modular assets like these in the Marketplace, Game Devs may find interests. These are top notch. Have you considered developing other styles and themes such as Fantasy, Western, Modern (Arch Viz)?
Hey Techlord, the pieces are manual not automatic. I have no plans to provide automatic construction at this time. My focus is on the Modular SciFi Series right now, there are many packs in the works and I just submitted the second about a week ago. I do plan on expanding to other styles, fantasy most likely being the next but that's a while off. I want to provide a very comprehensive set of assets for SciFi first, so that when I do pursue other styles customers will have a variety of packs to choose from for this one without having to wait for me to be finished another series.
Comment