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Last Drop | Free Assets Only | Environment Design | Level Art | Speed Level Design | Unity | HDRP 

Seta - Level Design
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Hi:) It's been a while since video with only free assets appeared on the chanell, so today I've prepared "Last Drop" for you. This is quite a small environment design, but in two color versions. So i'm curious which one you will like more? Have a nice week:)
- 4K is only there to increase the bitrate of the movie, and to prevent RU-vid from completely killing the details of the scene.
⭐By buying this assets you support the channel :)
►[HDRP] Day/Night Cycle: assetstore.unity.com/packages...
►Drag&Drop Volumes: assetstore.unity.com/packages...
Last Drop | Free Assets Only | Environment Design | Level Art | Speed Level Design | Unity | HDRP
📝 Assets used in this video:
►Book Of The Dead: Environment | HDRP : assetstore.unity.com/packages...
►Unity Terrain - HDRP Demo Scene - assetstore.unity.com/packages...
►Countryside gas station: assetstore.unity.com/packages...
►Mossy Road Materials: assetstore.unity.com/packages...
🎵 Music from Uppbeat: uppbeat.io/?referral=to-xh35s
⏳ Scene creation time: 3H
🎬Timeline: Soon...
#unity #hdrp #unity2022 #leveldesign #environmentdesign #unityhdrp #unity3d #seta

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10 дек 2023

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Комментарии : 32   
@maxkmh
@maxkmh 6 месяцев назад
wow nice work amazing :)
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
Thank you:)
@EliteBAM1
@EliteBAM1 6 месяцев назад
Unreal who?? Absolutely amazing work Seta, this is so incredible as always! Also, I notice the amazing editing and cinematography as well! Super inspirational, keep it up :)
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
Thank you very much for your words of appreciation, especially since almost from the beginning of creating the channel, I did not want the final effect of a given project to be only a static image, but rather in a cinematic form:)
@jishanahamed8592
@jishanahamed8592 5 месяцев назад
Exactly bruhhh, who needs unreal if you can achieve this in unity!
@realtoca
@realtoca 6 месяцев назад
Nice! Hey it would be cool to see how your workflow is for hdrp interior.
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
Thx:) Maybe I'll create some interior design soon :) Until then, you can watch the Farmhouse video on my channel:)
@M.A.BGAME7
@M.A.BGAME7 6 месяцев назад
Please bring more videos like this
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
With free assets or in two mood versions?:)
@LaiVietHoangNam
@LaiVietHoangNam 6 месяцев назад
@@SetaLevelDesign In two mood versions
@M.A.BGAME7
@M.A.BGAME7 6 месяцев назад
​@@SetaLevelDesignTwo versions but with free assest if possible 😂
@ROCKSMASHER
@ROCKSMASHER 6 месяцев назад
Nice
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
Thx:)
@ROCKSMASHER
@ROCKSMASHER 6 месяцев назад
ur welcome :)@@SetaLevelDesign
@user-iz3iv9ez9d
@user-iz3iv9ez9d 6 месяцев назад
hey sata , i saw your video on cleaning book of the dead in another video , but when i want to add Unity Terrain - HDRP Demo Scene some of the assets are the same , and have a yellow warning that they already exist , should we overwrite the files or just untick and not import?
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
You can overwrite it without any problem, the HDRP Demo replaces some materials because the models are the same, but the rest won't be a problem:)
@user-iz3iv9ez9d
@user-iz3iv9ez9d 6 месяцев назад
hey sata , i saw the video about cleaning the book of the dead, but when i want to import the clean version of BOTD , there are some files with simmilar name in ►Unity Terrain - HDRP Demo Scene . should i import them again? there is a yellow warning beside some assets , or i should untick and dont import them?
@user-iz3iv9ez9d
@user-iz3iv9ez9d 6 месяцев назад
when i import the terrain demo , with importing the same name assets again i get this warnings : GUID for asset 'Assets/BODD/Quixel/models/Materials/RedBush_Thickness.tif' conflicts with: 'Assets/TerrainDemoScene_HDRP/Prefabs/Foliage/Red_Bush/Textures/Red_Bush_Thickness.tif' (current owner) Assigning a new guid.
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
@@user-iz3iv9ez9d This is just a warning, so you can ignore it:) The model exists in both assets, and Unity simply needs to assign a new model:)
@user-iz3iv9ez9d
@user-iz3iv9ez9d 6 месяцев назад
thanks alot for your great content and activity
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
99% of warnings are simply information that the engine has changed something, overwritten something, something should have a different name than it has, the shader is using old code, etc. Your only problem should be if something is an error. Just clear warnings and forgot about them:)@@user-iz3iv9ez9d
@LabLore1
@LabLore1 6 месяцев назад
where that grass from bro ?
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
From Book Of The Dead pack:)
@ghostaspirine9784
@ghostaspirine9784 6 месяцев назад
Hello, are you using 2023 version or staying on 2022 lts one ?
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
At the moment, I'm still using Unity 2022 until the 2023 LTS version will be released. At the moment, 2023 has too many bugs for me to switch to this version:)
@ghostaspirine9784
@ghostaspirine9784 6 месяцев назад
oki thanks you :)@@SetaLevelDesign
@indianastilts
@indianastilts 6 месяцев назад
Random question...any reason why the level/scene isn't made in blender/maya etc and then exported over in full over tonthe game engine used. I see that 90% or above is made in 3d model engines and then exported over as modules. Why aren't designers just making the level scenes in chunks in the 3d model program then exporting over all together?? Noob question I know but I have alot of assets and designing to put into game engine and I am questioning why not just designing the whole street/town in blender then export it all over together???
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
I never thought about it, and of course I think you can do it if, for example, you create the game yourself, you have a ready level design, everything written out, and in the end all you have to do is create the scene, but in a team where you have a level designer, enviro designer, coder, light artist, etc. something like this wouldn't work because you would have to wait for a new scene model with each change, plus: - the first level project is never the final project, and it is much faster to simply move the model in, for example, Unity than to move it in Blender and then export and import it to Unity. - very often models are used multiple times (for example, in Skyrim some trees were bushes, a cabinet was also a table, etc.) because then the model is loaded into memory only once and only duplicated. Here, there would be one model, but it would be huge. - in terms of optimization it would also be difficult because, for example, LOD would change the entire map and a scene, for example a forest, would have to have a huge number of tris to look nice. Additionally, Occlusion culling would not work because the entire scene would be one object. - most models couldn't be moved in the game since they had one grid, so in the end you would have to add separate models anyway. The idea may not be bad and maybe it could be used in Unreal with Nanite, but in Unity it seems to me that it would be a pain:)
@indianastilts
@indianastilts 6 месяцев назад
@SetaLevelDesign love your response and answer but sorry I should have been more specific...I don't mean it would be one model. It would still be many different objects and for a solo developer, indie dev. So I'm creating a game on my own. I might eventually need people to support here and there to hire on some parts of course. So what is the difference of me creating my level in blender. There will be many different objects, then I export them all together into unity and then in unity I do the game design part. I keep seeing people creating levels in unity and unreal but they are exporting it all from a 3d programme like maya or blender etc etc. Why are they not making it all in the 3d programme then exporting it all together when done? What is the benefit of having to create a wall, door, floor in blender then exporting it to just have to put them back together again, when they could have them (separate models still) placed all in the 3d model programme...then when they have created the town in the 3d model programme, then move them over to the game engine instead of having to then re do it again in the game engine...as in the 3d programme they can edit the model right there with detail
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
If you create something yourself, it's up to you what you do and in what order:) In that case, you'd have to ask them because I have no idea:) I don't really like creating models myself, so maybe there's some hidden way why they do it this way. And I don't want to comment on something I don't know about:)
@rshiyamohammadi7723
@rshiyamohammadi7723 6 месяцев назад
can u just list the free assets u used here?
@SetaLevelDesign
@SetaLevelDesign 6 месяцев назад
The assets used are always in the video description:)
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