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Whenever I try to create a poly mesh with the converter it automatically defaults to the standard, in which for each converted mesh I need to manually switch to the URP version, and also, it defaults to gamma, and I have my project on Linear. Which adds another thing to manually switch, reducing workflow a LOT
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f
It works well though I do see some draw call issues.
7 years ago
futurewavecs이전 버전 2.12
The asset does the job it is supposed to. However, I've done some experimenting and if I convert a mesh. Then I put it into a scene and duplicate it Set Pass calls do not change as you would expect. When you convert a second mesh (creature) and make it use the same material (which works) the set pass calls still increase. If you pull the material off of all of them and slap a Standard Shader material on them it looks weird depending upon the texture you used but the set pass calls drop significantly as expected. It seems like this shader doesn't always work well in terms of multiple meshes using the same material. I have some ideas on how to fix this and use the standard shader, but I may not have the time. The method I am thinking of would also make anything converted be more in line with POLYGON series which is very popular. Make a single atlas texture full of color swatches. Then instead of using a vertex shader look at the original material as you are obviously doing anyway and find the nearest color swatch on the new atlas to switch the UV to and it will use the Standard shader reducing draw calls. It will fit very well with other polygon style. Even better you can swap out color atlases to change colors if you want. It is something I was going to try to do and may at some point, if I find the time. However, if that was an option here instead of the vertex shader (or just fix the vertex shader if possible so it doesn't increase set pass calls when same material is shared). The standard shader does have some benefits though. If not for this single issue I'd rate this a 5 star. It still does a good job of converting, just has some shader performance issues. Tested in Unity 2019.1 for the above case.
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F
Mixed
8 years ago
FreelanceGames이전 버전 2.07
The Unity Terrain to Low Poly Conversation is easy and works pretty good. However, Mesh to Low Poly Conversation using Unity 2017.3 seems to have a lot of issues. I'll try support, when I have time, to see if these issues can be resolved.
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j
Beatiful!
9 years ago
jedstephen이전 버전 2.06
This asset is amazing. Furthermore, the developers replied to my email right away to help. I'm very happy with this purchase.
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s
Not flexible enough for my needs
9 years ago
sarahnorthway이전 버전 2.06
I was hoping to use the Low Poly mesh converter on my vertex colored meshes, but it only supports objects with color data from a diffuse texture.
I figured I could at least use the modify color script to tweak my vertex colors (since their resulting meshes also use vertex colors) but couldn't get that to work either. I had trouble even convincing it that my objects were in fact prefabs (hint: they have to be in your scene root), then couldn't seem to sample the vertex color on any face.
Maybe it just doesn't support Unity 5.5 yet?
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퍼블리셔 답변:
9 years ago에 답변됨
Please email support@qt-ent.com and let's talk through the issues you're having!
W
Fantastic Asset with Exceptional Support!
9 years ago
WoodenDragon이전 버전 2.05
As a whole, the PolyWorld series has everything you need and more to create any environment your imagination can conjure. The developer ensures this by giving you the tools needed to guarantee that any model you use will blend in perfectly with this low poly style. The included 'PolyWorld Mesh Converter tool' will take any model and convert it into a beautiful low poly rendition. It’s simply awesome, which increases the value of this asset ten-fold for me. The Ancient East toolkit takes it one step further, by allowing you to easily change colors on any PolyWorld or converted mesh using the new ‘Modify Color script’. I purchased the toolkit simply for this tool, everything else was a wonderful bonus.
The work flow and scripts are both logical and fast, and if you get stuck, the developer provides exceptional support! Pete went out of his way to add a customized feature for me, which generates the Mesh Colliders on the terrain, so I could properly bake the Navigation Meshes for my Point-n-Click movement style game. He answered all my questions in a very timely manner and even taught me a thing or two along the way.
Overall, I can’t recommend this enough, and if you like this art style, it’s really a no brainer…
I own both the Woodland and Ancient East assets and couldn’t be happier with my purchases. I wouldn’t hesitate to purchase another asset from this developer and would love to see more additions to this series (snow, desert, under water, jungle, etc…)!
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The polyworld asset is great. The prefabs included are nice, but I think the best part about this package is the ability to change your other models into the poly theme. I suggest anyone wanting to unify their art style buy this!
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퍼블리셔 답변:
10 years ago에 답변됨
Thanks for the complements! Glad you enjoy it.
Haven't had a chance to fully dive in too much yet as there is a lot that this asset has to offer. In particular, the Modify Color script that it contains is super helpful if you are workin in this Polyworld/Low Poly vertex colored style, as it easily allows you to change the coloring on both assets from the Polyworld series as well as assets you convert using the Polyworld Mesh converter script (also included in this asset).
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퍼블리셔 답변:
10 years ago에 답변됨
For me, ModifyColor is super useful. If you're making an RPG and you need color variety for monsters, weapons, armor, etc. this is the script you'd use to make all those variations. I'm glad you like the pack!
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