Modular Dungeon 2 - 3D Models
Wednesday, March 14, 2018 - 22:31
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A collection of modular models - about 90 pieces, including detailed torch, brazier, door, cells, crate, barrel, and a collection of basic dungeon traps. Actual models are not textured. Pictures show models textured within Asset Forge.
Donations appreciated, but not necessary: https://www.patreon.com/fertilesoilproductions
My website: fertilesoilproductions.com
File(s):
dungeon_collection_2.zip 269.5 Kb [11567 download(s)]
Comments
These look absolutely amazing? What is the licencing for these? Do you plan on doing more? How about charcters?i can only see world models on your site. Keep up and expand the collection. I love your style. I don't know anything about 3d models. Is there any way to texture them for free? Wouldn't it be possible for you to export the models already textured?
I am still learning. I dont have a good tool to texture yet. I'm designing these models to work in Asset Forge mostly because it takes untextured models and textures them easily. Once it allows custom textures I plan on using it to texture my models then uploading them as a separate textured pack.
As far as character design, I have ideas and some rough work. Again, I'm still learning however and it will be a while before my engineering mind picks up on the artistic nuances needed for organic models.
I used those assets to test a procedural generation addon I started for the Godot Engine. The result doesn't look as good as your screenshots (I had little success trying to apply textures), but I love their untextured minimalistic look anyway).
I started this yesterday and only used a few models so far.
Thanks for sharing this !
thanks
:)
Hi,
This is a great set. Thanks for making it.
One small issue that I found is that most items have their origin offset, usually by 0.5 or -0.5 on the X and / or Z axis. When I put them in the engine I had to manually add an offset on each model to compensate for this, in order to make them easy to work with inside the engine.
Thanks again!
It sounds like your engine requires the models to have the corner at 0,0 instead of the center. If you use these in MAST for Unity or AssetForge, these models work perfectly.
I understand, but most engines, including Unity without MAST, will use (0, 0) in the model as origin, giving the artist control of where they want the origin to be. MAST is probably doing a re-calculation of the origin for you.
Doubtful. I wrote MAST.
Ok, but in that case, do you know if it is doing something special? Like putting the pivot at the average value of vertices? Most engines do not do this, they just let the pivot be the origin of the model.
I don't wanna complain or fight about this, just wanted to let you know, in case you want to make the models easier to use in most game engines. Thanks again for making them!
MAST uses the model's pivot.
Took a while but I finally found that dungeon kit. I see that the wall is centered on one axis (X or Z) and offset by 0.5 on the other. This was done similarly to how Kenney created his kits for AssetForge. I still do this even on my newest kits because it makes it easier to line up walls. Sounds like your engine wants the center of the wall to be at 0,0. What you did is correct for your use case, but my design is correct for my use case.
Good luck!
Btw, I don't use OGA anymore. It's 1990's interface is long past need of an overhaul. All my stuff is on https://fertile-soil-productions.itch.io/
@Matei511
Licencing for this is CC0, the sidebar on the left shows this.