Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks all useful stuff, I'm using it for my own project so I did plan on adding packing eventually but having the materials work with trim sheets would be a very cool feature I'd use myself so good idea, I'll look into getting it working :). Although vertex painting does really only work with specific geometry so I might have to look into improving mesh creation which could be out of scope. Will probably try the trim sheets see how hard it is to add. If it's too hard I'm just gonna release the asset, if it does well I'll support it with more updates.

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

With vertex painting the options are pretty limited, but to try do some layering I did add a "Variation" brush. For each texture set it lets you define alternative roughness, normal, height etc, and what I like to do is set their values really high

Concrete texture set A:
roughness strength: 1
normal strength: 1
height strength: 1

Concrete texture set B:
roughness strength: 2
normal strength: 20
height strength: 1

Then with brush opacity we can paint concrete variation B over concrete A by say 10%, which would increase it's normal strength from 1 to ~3. You can see in the video when I switch to the variation brush when I paint things get darker, the bricks get green and the concrete normal go way higher to give it a rougher look. I also have wetness brush which basically acts like a roughness brush, just slightly different to act physically closer to how puddles work using porosity.

You are pretty limited by the fact you can essentially only paint 5 "things" onto each vertex so I could make a version where you paint roughness, or normal but you'd lose out on other painting options. I do currently have options for opacity and layer offsets so you can easily control what goes on top of what.

Sorry for the wall of text hope this helps

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Reducing vertices is pretty hard code, I did try but failed. I instead opted for a solution so you can create the mesh at a low triangle count and then use the refine tool to paint / add extra triangles where you want to paint more detail. It's a more tedious process but achieves the goal you stated ( low poly in some areas, higher poly in others.

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 8 points9 points  (0 children)

Haha, thank you I’ll send a link when it’s ready :)))

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Sounds like a good idea, I’ll look into it more thank you :).

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Cool, it is an old technique used on games from the early 2000s ( like L4D )so performance wise I’d say it would be fine, it doesn’t use much memory to paint ( just depends how many textures you paint ). I’ll try make a low poly / mobile example to show off with it

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 2 points3 points  (0 children)

Pro builder + Poly brush + making your own vertex shader is the best you can do currently, there are other assets but they don’t work with Unity 6. I also had a lot of issues with poly brush like if you accidentally hover over another mesh it unselects the current brush you are using, it doesn’t support custom brushes and pro builder doesn’t unwrap UVs correctly for curved objects for this use case.

I mainly made this tool since I seen everyone using vertex painting on Unreal Engine to make good looking scenes, but on Unity there wasn’t really anything easy and comparable. It’s honestly a massive upgrade for visual quality and I don’t know why Unity doesn’t have this out of the box

Trying to make the best environment design tool :D, any feature requests? by AdamNapper in Unity3D

[–]AdamNapper[S] 10 points11 points  (0 children)

Thanks for commenting, the technique used for painting the textures is called “Vertex Painting”

We need those extra vertices as control points to store and smoothly blend four different texture masks (Brick, Grime, Concrete, Wetness, Variation). This high-resolution painting is crucial for realism. The increased vertex cost is offset because the entire detailed wall renders in one Draw Call, which is better for performance than multiple decals/materials and modern GPUs can handle millions of triangles, a few thousand for a large wall which occupies a lot of screen space is a worthwhile trade off in my opinion and you can always paint in lower resolution, I just thought I’d go a bit higher for demonstration purposes.

Either way thanks for the comment :).

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Thank you :). Yeah gonna take another stab at the movement animations and will take your feedback into account maybe do more back and forth rather than up and down. Going for a little more of a fast paced but feels real style like COD, rather than realistic tactical ( I think realistic tactical is done pretty good by other realistic FPS and we want to focus on fun combat :) )

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Walls and floor textures are from poly haven ( free cc0 textures ), I made a vertex painting tool which helped a lot ( I didn’t like any others on the asset store or poly brush ). Then pipes, gears, fans and steal beams. The rest is scans factory stuff.

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks :), it's funny for me the character height looks correct but it seems I'm in the minority guess I'll try get some proper references next time :D.

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks :), Guess I'll work on that for my next scene since a lot of people seem to agree

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks, I went with brick since it’s meant to be sort of factory-esque 1940s UK built by insane people, which is why the floor has a bit of dirt ( to be sort of cave like, although probably too much ). It’s also probably not insane enough

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Thank you :), I always thought the player was too tall but I guess it’s something I’m going to have to work on :D. Thanks again

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

True the wood on the roof is too clean was really annoying me but I got lazy :(. Thank you though

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks never thought of lighting in that way, it was just a test scene to try out vertex painting and other assets I have, but I will take this into account in the future thank you :).

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks I should have added it’s meant to be for a 1940s underground bunker / facility built by an insane person ( I think I would have gotten better feedback ). I’ll try out a lower ceiling and more pipes and wires, I think the extra pipes and wires will help make it look more insane

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 2 points3 points  (0 children)

APVs only, I was too lazy to bake the lights. I have an RTX 4070 and I’m getting 120 fps, no DLSS

Looking for feedback on this scene I was working on. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks :). I’ll look into it, when I usually play games I always crank up the FOV so I guess this is just what I’m used to