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Things look nice, and the assets are well organized. I wish there were some short houses though. Every house is tall and skinny with high-angle peaked roofs. Would love to see a simple stone house with a thatched roof.
I had to ding it a star due to the enormous TIF texture files. Why anyone would decide to use tif files for textures these days is beyond me. Some textures exceed 50 MB. Everyone should use png these days - lossless and supports RGBA. I'm struggling to push these assets to my github repository because of the huge texture files sizes. I'm going to have to convert them all to png and update all the materials, then delete the tif's.
Update: After spending much time converting all the tif's the png's, I realized that the "MRAO" files are not the correct format for Unity's Metallic/Smoothness map, and for the AO texture (which is separate in Unity). I have a feeling all of these textures were set up for Unreal, and not properly converted. This is going to take many hours of time to fix.
이 리뷰가 도움이 되었나요?
2
0
N
Normal
2 years ago
NicknameTaken버전 1.4.1.2
The asset is poorly organized, some things break when you add castle, dungeons and village into one project. For such a price it is quite unpleasant to encounter this. I advise you to pay attention to how it was done here.
https://assetstore.unity.com/packages/3d/environments/urban/atmospheric-house-modular-192712#description
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1
2
G
Fantastic!!
3 years ago
Glass_Vault_Studio버전 1.4.1.2
These prefabs are beautiful!
(Note to other users: Remember to purchase Mesh Baker or something like that to bake your scene when your finished moving things around.)
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1
0
A
Looks great but many BoxColliders are messed up.
3 years ago
AceTrapUnity버전 1.4.1.2
Dear Astrofish-Team,
I bought your Detailed-Village, -Castle, -Dungeons and -Market, downloaded your Wells- and Halloween-Assets, and everything looks great, but: ...
For many (thousands!) Assets of these packages I receive the Unity-Alert:
"BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry.".
To get rid off these alert-flood, the "X-Size" of each single affected Box-Collider-Component can be set to -1 in Unity manually (strange, yes), but I´m not sure, if this will still cause unexpected collisions later.
Did this error come up while setting up the models/prefabs or is it a new alert from a later Unity-Version, which simply wasn´t shown before?
However, dear Astrofish Team: please rework the files accordingly and put it online, so not each of us has to rework all files for many, many hours to get rid off these problems.
Thanks for your support right ahead and keep up your great work.
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9
0
The material representation of this model is outstanding. The architectural elements of the village are incredibly authentic, with stunning stonework, timber framing, and roof designs. I obtained additional free 3D assets of vegetation on AssetOvi:
https://assetovi.com/?utm_source=unity&utm_medium=official
which I used to enrich the entire game scene. Thanks!
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0
0
The asset is very detailed, good mesh. You can see the bumpy mesh without needing to use displacement, which is cool.
What the asset fall short is the UV and Texturing workflow they're doing.
What do I expect in an environment assets:
customizable, reusability. This asset can't deliver in this regard. Let me explain:
Textures and UV: the recommend workflow for environment artist is using trim sheets and hotspot texturing. What are they? They're reusable sheets, that can be used across your whole environment project. Like you got metal sheet, wood sheet, etc. And your textures count will be minimal.
This asset uses somewhat auto-UV-ing (can see because they're not packed nicely, not in rectangle shape like most environment assets, they're a mess. This leads to the pack use a very large amount of textures, as they're unique bit by bit, not much re-used.
In the Demo House, what I see is a 1-roof, 2-stone wall (can re-use for chimney), 3-plaster, 4-large torch (can re-use with metal objects like metal fence), 5-ivy.
So I expect to see 5 materials for those 5 types of things at most. but the Demo House has 15 materials (!!!)
If this asset is done properly ?
1-Texture atlas
2-Rectangle UV
If the above 2 things done, I can recolor a few textures and got the whole pack recolor done. Why ? If I don't like how an asset look, I can recolor their atlas, reduce details etc. I can make mask map to work with shader like Better Lit and do custom work on mask. The mask map creation will be easy if UV is rectangle.
With this asset has tons of unique textures and mess-up UV islands, the task above is impossible.
I know my use case is for advance users, so if you just buy and use as is, this asset is great.
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13
1
J
Really amazing!
4 years ago
JacmRoronoa버전 1.4.1.2
Incredible quality, thousands of possibilities, easy to implement!
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0
0
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