[Unity专区] 3D梦幻卡通环境场景Unity游戏素材资源

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查看657 | 回复3 | 2020-11-25 22:49:44 | 显示全部楼层 |阅读模式
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本游戏资料是3D梦幻卡通环境场景Unity游戏素材资源,大小:67 MB ,格式:unitypackage,使用软件:unity5.0.1,资产版本:Version 1.0(current),供广大设计师学习使用,语言:英语。
Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎。Unity代表了一个质的飞跃——内置的光照贴图(lightmapping)、遮挡剔除(occlusion culling)和调试器。编辑器经过彻底革新,让你可以获得卓越的性能体验。不可思议、无法阻挡的产品已经看到了曙光。

Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。
更多相关内容请关注:Unity游戏素材专区,Unity视频教程专区,中文字幕教程
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Textures:
4096x4096 Targa Sheet (32 Bit)
185 prefab count (including variations)
Unity Version: Unity 5.01f1
Recommended Shader: Transparent Cutout Diffuse
Overview:
This environment pack consists of multiple floor tiles, foliage, environment props, and building pieces. Each object is built with a modular approach in mind. This quick guide is intended to give an overview of the pack as well as some useful tips to getting started on your environment.
Organization:
Each prefab adheres to a simple naming convention; Name_Descriptor_Variant_Scale. This is used to quickly find pieces within the scene. The scale number is set as a constant square, taking into account the largest side of the object in grid units for easier placement within the scene. For example, a small sized tree takes up 6x6 grid units, where a large tree takes up 8x8. Another way to categorize objects of different scales is with the descriptor section of the name. Objects with variable size will fall under Large, Med, or Small. You can quicksort objects by either size or gridspace by searching
[Desired size] t:Model
So for example, if I require a 4x4 grid model to fit within a space on my map, I would search “4x4 t:Model” to find a list of all the applicable meshes.
Tiling:
Quickly creating a varied groundplane in the scene can be done in two ways; Both day and night test scenes use a tileable ground set, consisting of 13 different texture tiles that can be combined In a number of ways. Each tile is designed be able to be rotated and scaled to -x and -y seamlessly, to help prevent visual tiling. Paths are also designed to be mixed and matched, with transition tiles between dirt path tile path, and plain grass. Pivots are always at the center of the tile, and snapped to the bottom, so using gridsnap (Ctrl), you can quickly arrange and snap tiles into position. The second method of generating a groundplane is painting terrain inside of Unity. For this, A tiling targa of the ground and grass groundplanes is included to be used with the terrain paint tool. When creating uneven terrain, certain pieces such as the cliff set ideally should be given a flat surface, for the texture to tile properly.
Memory:
Both day and night test scenes are optimized for use on pc, though the pack can easily be transferred over to mobile as well due to the relatively light geometry count. The main settings in the test scenes to be toggled off for mobile are SSAO, Bloom, Vignette – on the camera, and the Anti Aliasing value and Shadow resolution to be lowered under the scene's quality settings. Another important value to note is the Texture Quality. Depending on what platform you are targeting, and the complexity of the scene, Half Res can help performance, with a minimal graphical hit. Quarter and Eighth Res may also be used, but will have a noticeable impact on foliage.
Customization:
You can further customize your scene by editing the Texture Atlas in Photoshop. All banners are left blank, to accommodate custom banner emblems and factions. Also left open is a 1024x1024 square for any extra texture space you might need in scene, or to merge atlases with another character or environment pack. If there are no outside assets being brought in, both the ruins and rocks sit on a 1024x1024 sheet, so adding a separate color variation is a fairly straightforward way to make use of the extra space if needed. Included is a .PSD named GrandAtlas_4096_Customize. This allows for further customization of banner and house colors. Each banner/roof variant sits on its own color layer, so by double clicking the color square on each layer, you can add in any color combination you'd like for that object. This is a quick and simple way to add custom colors to your town and banners (Make sure to save as 32bit).


更多相关内容请关注:Unity游戏素材专区,Unity视频教程专区,中文字幕教程


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