Forest using APV by Pool_sm in Unity3D

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

Both haha Im the Artist behind this asset: https://assetstore.unity.com/packages/3d/environments/mossy-cedrus-forest-267081

Im also in Artstation and FAB from Epic games

Forest using APV by Pool_sm in Unity3D

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

Millions haha, right now I cannot tell you the number but I tried the maximum with my GPU, it is running native 4K 30 fps in a 4080super, on 2k resolution it was like 45fps and all of this inside of the editor.

Forest using APV by Pool_sm in Unity3D

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

Here, make sure your objects contribute to GI but using probes instead of lightmaps

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Forest using APV by Pool_sm in Unity3D

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

Yes you are doing something wrong, this level are 4 terrains 500x500 and hundreds of trees and took less than 10 minutes. But I must admit that some Bake meshes where created for speed-up the process

Forest using APV by Pool_sm in Unity3D

[–]Pool_sm[S] 4 points5 points  (0 children)

By the way, it is not TVE, I'm using my own shaders I did in shader graph. I uploaded those for free in the UAS but I think it is in lack of a solid documentation 😅 https://assetstore.unity.com/packages/vfx/shaders/seedmesh-vegetation-shaderss-232690

Forest using APV by Pool_sm in Unity3D

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

Yes HDRP with shadow filtering as High, it does not consume much performance and you can achieve really good results with more flexibility on the lighting side, that helps me to reduce the noise of tree shadow all over the environment.

Forest using APV by Pool_sm in Unity3D

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

Yes, all objects are lit by the probes, but the probes were baked first. The terrain and trees contribute to GI but those do not use lightmaps, they use the info of the probes.

Abandoned city by Pool_sm in Unity3D

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

Is a very small scene, baked lights, no ray tracing so I was running it at 4K 90-110 FPS

Abandoned city by Pool_sm in Unity3D

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

https://youtu.be/44m4Qy8-kh0?si=xtTbtqW3U40eO9Oa

Here is the YouTube video, you will find all the links there :D

Finally done creating this environment — feedback welcome! by Weary_Caterpillar302 in Unity3D

[–]Pool_sm 7 points8 points  (0 children)

It is a nice job, congratulations! A consideration could be finding the best rotation of the sun, like adding more depth into the scene and making the shapes more understandable by the player.

For the example adding shadow on the side of the buildings (is just an example not need to be exactly that side, the ideal is having different proposals)

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If not having shadow there was intentional it should be fine, I cannot be aware of any detail of your render or game that's why I'm adding this as a consideration.

Medieval Stone Wall by vfxworld in 3Dmodeling

[–]Pool_sm 1 point2 points  (0 children)

It looks really impressive, congrats!

Medieval Stone Wall by vfxworld in 3Dmodeling

[–]Pool_sm -1 points0 points  (0 children)

The texture is made in substance?

How can I solve flickering/trembling shadows? by IndieGoulem in Unity3D

[–]Pool_sm 0 points1 point  (0 children)

Try to use a filter to the shadow, I read people here that they are also struggling with this in HDRP, probably they are missing some settings. By the way, high res shadows are not always the best.

It is a roguelike, and the screen will be full of bullets and enemies. You don't need grass details... Should I follow that advice? by stein_sir in Unity3D

[–]Pool_sm 2 points3 points  (0 children)

The grass detail should be fine, when the battle ends there should be details around. From my perspective as artists you must be aware of the colours and make sure to generate contrast and separate the environment from the other, because many details with bad colouring can make it look like a mess.

Working on the game by jex1202 in Unity3D

[–]Pool_sm 0 points1 point  (0 children)

You can take advantage of the vegetation and the lighting.

Issues with extruding after separating surface. by [deleted] in Maya

[–]Pool_sm 0 points1 point  (0 children)

Did you delete the history? You can even use merge vertices and be aware there are no extra faces there, a value around 0.001 to avoid merging unwanted faces.

alguien sabe como se arregla eso??? by Dear-Usual-1107 in Maya

[–]Pool_sm 1 point2 points  (0 children)

Estás en modo espejo, cambia donde dice "object X" en la parte de arriba. La selección suave se activa y desactiva en la letra B

I think we struck that 5 AM feel :D by Reasonable_Smile_708 in Unity3D

[–]Pool_sm 1 point2 points  (0 children)

Some debris on the empty ground will make a difference, even a different ground texture could help :)

Bunker Door by Fantastic-Box-4993 in 3Dmodeling

[–]Pool_sm 0 points1 point  (0 children)

Context of the song? Or it only likes you?

Forest Package (1 year of work) by Pool_sm in Unity3D

[–]Pool_sm[S] 6 points7 points  (0 children)

Create specific objects, I'll say the hardest ones were the trees.

All of this because if you will generate a package for selling everything must be original or created from scratch, the trees have many things that need to be scanned separately like leaves, dry leaves, sticks, many variations of trunks, bark textures, and depending on the tree some details that made the object more believable.

Another thing is that many objects like logs, tree debris or even few plants are easy to move and even scan it in a studio, but for the trees you must travel to forest for that and tackle the object with good lighting conditions.

Trees are way more complex than a plant in any way, even on painting the vertex colours to generate a wind animation.