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In this blog post, experiences in creating a custom asset pack for Unity3D are shared. The goal of this project is to create an extensive fantasy-themed asset pack while also designing an artbook. The asset pack includes a total of 21 objects, all in a fantasy style inspired by Japanese weapons and plants.
The sketches and renderings are carefully crafted to present a wide range of diverse objects. Special attention is given to ensuring that the asset pack is compatible with Unity3D, allowing the objects to be seamlessly integrated into various games to bring a magical and atmospheric fantasy world to life.
Another focus is on the design of the artbook, which documents the creative process from the initial sketch to the final asset. It offers insight into the development of each object and serves as a source of inspiration for other artists and designers. Even hobby developers can benefit from this artbook by creating their own asset packs and further developing their artistic skills.
Creating this asset pack and designing the accompanying artbook is a rewarding experience. This blog post aims not only to be informative but also to encourage others to express their creative passion in Unity3D and build captivating worlds. Enjoy exploring!
The first step in creating an asset pack is to create a rough collection of ideas. This can be done in the form of bullet points or mood boards. Once the idea collection is complete, the best idea is selected. To get a better understanding, it is recommended to break the selected idea into subcategories and organize them. These can then be visualized again in the form of a mood board.
Before starting the actual modeling process, ideas for the overall theme of the asset pack and the objects to be included must be collected. In the first step, various themes are listed, and then one is chosen. Based on this theme, a mood board is created to determine the color palette and the objects to be used.
Mood boards are visual collections of images and texts that illustrate the mood of a project and provide insight into the color spectrum. There are no strict rules for creating a mood board; it can consist solely of images, without the need for texts or sentences.
The presented mood board is dedicated to the theme of Japan. It conveys an atmosphere of calmness and coolness. The mood board takes place in the middle of spring, allowing certain aspects of Japanese culture and nature to be particularly highlighted.
After selecting the idea and creating the appropriate mood boards, the next step is to turn these into initial sketches. The sketches are quick and simple, initially conveying only rough ideas, with details being set aside for now. The best ideas from the various sketches are then selected and further developed into more detailed concepts. These concepts are more refined sketches, now containing colors and more details.
It is important from the start to have a rough idea of the object's function in order to build further ideas upon it. An example of this is the crystal object, which is used to craft other items or weapons. The crystals share the same color as the crystal itself. In the game, the crystals are found in mines and can be extracted there. When developing the concepts, it is also important to choose a consistent color palette to create a clear atmosphere and quickly identify any inconsistencies between the concepts.
Using the mood boards, several sketches of the objects were made. The best sketches, which fit well together, were selected. These selected sketches were then developed into concepts. Concepts are more detailed versions of the sketches and also include colors.
For the crystal object, for example, an initial sketch was made without color to get a rough idea. Since the shape of the crystal worked well, it was then colored in. The function of the crystal is that it is used to craft or trade weapons and items. In the game, the crystals are found and extracted from mines. When developing the concepts, attention was also paid to choosing a consistent color scheme to create a clear atmosphere and identify any inconsistencies right away.
Below are some examples of how the first concepts for certain models look:
After the concepts are developed, they are now modeled into 3D objects in Blender. It is important to ensure that the same version of Blender is used for all objects. This ensures that certain functions and tools work smoothly and that the models are created correctly. Using the same version of Blender ensures there are no inconsistencies and that the models appear as intended.
Turning the concepts into detailed 3D models requires careful modeling work in Blender to achieve the desired details and aesthetics. Blender offers tools for creating complex shapes, textures, and materials, giving the objects depth and realism, bringing them to life. It is advisable to document the steps and make regular backups to prevent potential data loss during the modeling process.
Overall, Blender is a powerful tool that allows the concepts to be transformed into impressive 3D models. By carefully selecting the Blender version and performing precise modeling work, the objects can be successfully created and seamlessly integrated into Unity3D to create an engaging gaming experience.
Blender is a free 3D software that allows the creation of 3D objects, effects, and animations. With Blender, objects can be modeled, textured, rigged, and animated. The software is cross-platform and can be used on various operating systems. Additionally, Blender provides the ability to interact and integrate with other software.
An important aspect of using Blender is its integration with Unity. Modeled objects can be used in Unity, but it is important to bake the materials beforehand. Unity cannot directly work with Blender's materials, so these need to be converted into textures and imported into Unity. This ensures that the objects are displayed correctly in Unity and retain the desired materials. It is also possible to export Blender models to other software such as Maya. However, certain aspects need to be considered, especially when it comes to materials. Modeled objects without materials can be transferred to other software using an exported FBX file. This allows the models to be further edited and utilized in different environments.
Overall, Blender, as a free 3D software, offers various possibilities for creating objects, effects, and animations. With its cross-platform compatibility and the option to collaborate with other software, it opens up extensive design opportunities for various projects and applications.
Modeling refers to the manipulation and movement of surfaces that make up an object. The term "modeling" is derived from "model," such as creating models out of clay. In Blender, modeling essentially means deforming and adding objects to plastically change a shape. With Blender, a digital model can be created, and the process of creation is called modeling.
In our case, we looked at various objects from the real world and then recreated and modified (modeled) them in the digital world. Furthermore, with Blender, it is also possible to create worlds, characters, and effects that would not exist in "reality." This means that modeling is not just limited to real things but that creativity and imagination have no boundaries.
Through modeling in Blender, complex and detailed objects can be created. The software offers a wide range of tools and techniques to achieve the desired shapes and structures. Although modeling originally referred to physical models, the term has expanded in the digital world, now allowing the creation of virtual worlds and unique creations.
The modeling process requires patience, creative decisions, and mastering the Blender software. It is an exciting way to bring one's ideas to life and create unique objects and scenes in the digital world. With Blender, modelers can harness their imagination and bring their visions to reality.
In the top image, we see the crystal bottle in Edit Mode view. In the editing window, we can adjust and modify the object.
The image shows a crystal bottle from the asset pack in Edit Mode, currently being modeled and edited. It is clearly visible how the object is being developed step by step, with various editing stages shown.
The image presents a carefully modeled object, the crystal bottle, which was specifically designed and modeled for the asset pack. It is displayed in Solid view, meaning the object is opaque and shows no transparency. This view allows for a clear recognition of the shape, surface details, and other features of the model.
Modeling the crystal bottle required precise work in Blender's Edit Mode. This mode allows for changes and adjustments to the object's geometry. It is clear that the model was carefully crafted to achieve a realistic representation of a crystal bottle. The fine details, such as the bottle's shape and surface textures, are being worked on to create a high-quality asset for the asset pack.
Overall, the image showcases the advanced development process of the modeled object and provides insight into the detailed work and precision required to create the asset. It highlights the creative and technical skills involved in modeling an object with Blender and making it an appealing part of the asset pack.
Since Unity cannot directly work with Blender materials, these must be baked in advance. During baking, color information is transferred to a PNG or other image format. This allows the materials to be used later in Unity. However, metallic materials, even if already baked, still need to be adjusted in Unity because they don't display the desired shine effect there.
Before the created objects can be used in Unity or another game engine, their textures must be baked. This is necessary because Blender cannot directly transfer material information. For this reason, color, smoothness, depth, and metal properties are baked separately into multiple textures.
In Blender, objects are assigned materials. A material defines the desired color, gloss, and whether the object should be metallic. The material is an essential property of the object. The values of these materials are then baked into an image file to create a texture. This texture is then applied to the object’s surface. The purpose of the baking process in Blender is for this image file to later be used as a texture on an object in a game engine like Unity.
By baking the materials and textures, it is ensured that the visual properties of the objects are correctly transferred into the game engine. This allows the created models to be realistically rendered in the game engine and seamlessly integrated into the game environment.
The top image shows the shading nodes of the crystal. The nodes define the color and structure of the object. Once the shading nodes are baked, the material looks like in the bottom image.
The top image displays all the material nodes used for the respective object. Once all the colors are baked, the resulting PNG files can be inserted back into the material nodes, as shown in the bottom image. After the materials are baked, texture painting can be done directly on the texture.
The first image shows all the data used for the material. Once this information is baked into an image file, it can be inserted and connected in the second image. This allows any changes made during texture painting to be immediately visible on the object.
To test the finished object in Unity, it must be exported as an FBX file. After export, the FBX file along with the PNG textures can be imported into Unity. Testing the objects in the game engine is crucial, as it allows for quick identification and fixing of potential errors.
During export, various issues can arise. For example, the object might face a different direction in Unity than in Blender. In Unity, the Z-axis points forward, while in Blender, it’s the Y-axis. Additionally, objects may appear distorted if all transformations were not applied. It’s also possible that faces were flipped during modeling, which can cause you to see inside the object in Unity, as Unity only renders one side of a face, while Blender renders both sides.
Once the textures are baked, the Blender file is exported as an FBX file. Along with the textures, it is then imported into the game engine. It is essential to test the objects in the game engine, as this is where potential issues with textures or objects become visible.
When exporting FBX files, errors can occur, such as incorrect alignment of the object in Unity compared to Blender. Objects can also become distorted if transformations were not properly applied in Blender. Another common error is that faces were flipped in Blender, as Blender renders both sides of a face, whereas Unity only renders one side. If a face was accidentally flipped during modeling, it will not appear in Unity.
From left to right, the objects Crystal, Crystal Bottle, Butterfly Sword, and Alien Mushroom are displayed in Unity. They were professionally modeled and textured to create impressive visual effects.
The images show four assets from the asset pack. These were imported into Unity to check if the export was successful and if any distortions occurred. Objects with glass elements need to be assigned a separate glass material in Unity, as glass cannot be baked.
The images demonstrate how the objects look in Unity after being exported into a project. For objects with glass parts, a special glass material must be created in Unity because glass cannot be baked in Blender.
An asset pack requires careful planning, especially regarding ideas and concepts. When translating 2D concepts into a 3D program, various challenges can arise. For example, using two different versions of Blender may cause textures to display incorrectly or have gaps. Older versions might lack certain shader settings, or older shaders might have been removed in newer versions.
Through the implementation of the asset pack, we learned how important it is to always use the same version of Blender. We also gained insight into the workflow of asset pack design.
We hope you like our article and would like to invite you to share your thoughts and questions on the topic with us. If you have any questions, comments or feedback on the content of this article, please don't hesitate to let us know in the comments section. We're always happy to hear from our readers and engage in meaningful discussions about game development.
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