Here's the final package shots, taken from the test level:
Latest!!:
Been plopping out this [targeted for mobile i.e. pretty cheap] modular dungeon tileset the last few weekends, in the hope of getting a nice little test dungeon out of it, and putting it up on the Unity asset store, for a few quid.
Lighting and general colour balancing is still very wippy, and there are still some lightmap issues etc. but would love to know what you guy think, and if I'm heading in the right direction.....
P.S. I'll post up some larger pics and some tileset piccies tonight!
the skull tile might look good with a few more sharp highlights. also I think the eye sockets are bit too tall and round, makes it a bit too cartoony for my taste.
FINALLY got around to working on this some more... Sorted out the things that got pointed out, and tried to push the lighting a bit more. I've noticed some mucked up lightmap UVs, but is there anything else others think needs more work? Hoping to submit this to Unity soon.
RE the dust, it's litterally a particle emitter with a few planes that rotate against each other. This is what the lightbeams look like, quads angled down to another quad on the floor. It's very expensive with all the alpha-overdraw, so it's a bit of a luxury item:
Cheers Eric, I tried 4 rows, but it makes it a bit flat at certain angles. I may put it back in, but keep this as a 'luxury' version. I'll definitely do some individual shots, wireframes, and texture flats when it comes to upping it! I've since added fog, more dust, made the lighting a bit more 'orangey', and fixed the mullered lightmap UVs, but I ran out of time this morning to post screenshots!
looks good so far. Just out of curiosity is there a reason that you have a border around all the floor tiles? if its a tiling texture why not just let it tile?
Replies
Sorted out the things that got pointed out, and tried to push the lighting a bit more. I've noticed some mucked up lightmap UVs, but is there anything else others think needs more work? Hoping to submit this to Unity soon.
RE the dust, it's litterally a particle emitter with a few planes that rotate against each other. This is what the lightbeams look like, quads angled down to another quad on the floor. It's very expensive with all the alpha-overdraw, so it's a bit of a luxury item:
For selling it, it would be great to show all the pieces separated out, unlit, and the texture sheets. Pimp that good texture & uv work!
I'll definitely do some individual shots, wireframes, and texture flats when it comes to upping it!
I've since added fog, more dust, made the lighting a bit more 'orangey', and fixed the mullered lightmap UVs, but I ran out of time this morning to post screenshots!