Yep. Still working on this diner asset pack.
This past month started great. I modelled and textured a few models in about a week, which included modelling; stools, a sugar dispenser, coffee machine, coffee jug, popcorn machine, and a food menu sign (WOW! Some exciting stuff! 🔪). But then I took a week off from working on it. I just needed a break.
After recharging my batteries, I resumed working on the project (No Rest for the Living). I modelled a couple of more objects, fixed a few errors in some of the normal and occlusion maps, and also resized some of the assets as well.
I also created some prefab variants for objects (pics above ↑), which saved me some time, having not to model any new pieces. I just changed the appearance by adding or removing pieces from each model and/or creating different textures (albedo maps).
To get this project finished, I crossed a few items off that I won't be modelling and aren't essential to this 'pack', well at least for 'version 1.0'. I just need to finish this project as fast as possible at this point. I've only got a few more objects to model, and then I'll start getting the package ready to upload onto the interwebs (😎).
There are so many projects that I have started, never finished, and moved on to working on another. But for this project, I painted myself into a corner in the best possible way. I've created all these models (↑), it would be stupid to stop now, scrap everything and start a new project. So, the adventure continues...
Just been modelling assets this whole month. That's it. End of blog post. Goodbye. Take it easy. Au revoir. Auf Wiedersehen. (I joke 😊)
After modelling and texturing a few more props, I decided to start planning out a diner scene with the models already made. The above picture (⇧) is the initial layout of the scene, and will probably be changed in the future, to comply to an example of a level that could be in a game. Making it more focused and thinking about what the goal is for the player in that said space. (Also, the lighting of the scene has not been worked on, so don't judge the lights Sonny Jim!)
Off the bat, the scene has helped with what the scale of each object should be. I tried scaling them as close as possible in Maya, but when importing into Unity, some just needed a little adjusting. I'm planning to put some more time into resizing some props when all the models are finished and imported into Unity, and then freezing each of the adjusted objects transform components. Even though I'm trying to scale them to a reasonable size when working on them as I go.
During modelling in Maya, I figured out for this pack of assets, it helps to model the low poly object first and then the high poly afterwards. This helps me keep the poly count to a minimum. For some models, I started creating the high poly first and then by subtracting edges, faces, and vertices, I ended up with the low poly. But doing so, the assets still ended up having a lot more polygons than intended with the final low poly model. I also need to keep in mind that some of the smaller objects don't need to have little details extruded out in its low poly model. The object will be looked at from a distance and not inspected from a centimetre away.
Also, a tip: When creating assets, YouTube and/or TuneIn radio (or even Spotify) are your best friends. You start listening to a 60s ,70s or 80s radio station on TuneIn or a Top 100 songs playlist on YouTube... mate. In the words of the band Starship... "Nothing's Gonna Stop Us Now".
A couple of days ago, I decided to create some 3D art assets. They will be put into a unity package, and ultimately upload it onto the Unity Asset Store when finished.
I decided to go with a diner theme for these 3D models. Before a came to that conclusion, I looked up diner assets on the Unity Asset Store by just typing in the word 'diner'. About 11 packages popped up. All have a price tag to them, the lowest is $4.99 while the highest is at $55. Right now, I'm trying to decide if I should make this package free (which will make it the only package free when 'diner' is typed in the search bar) or sell it at the lowest price possible on the Asset Store (which is $4.99). I think I'll have more of a final answer when I've modelled and textured most of the assets, and see how the package looks as a whole.
I will also upload the package onto my itch.io page as well if its legally allowed to be uploaded there as well as on Unity's store. Unity's store guidelines might state that the packages uploaded to their store have to be exclusive to that store.
I'm also trying to use the least polygons on each object without losing the shape of that said object. The texture maps (albedo) are just plain colours to create a that simplistic look, and all map sizes are at 512 x 512. The albedo maps can be edited so that the colours of the objects can be changed (you might not like the colour red!).
As of right now I've modelled 13 assets, and my goal is to model at least one every day. I have a total of 69 models that are planned to be created, but that number could change depending on what I think is missing from the package or what models aren't needed.
A shrivelled up gherkin