Is this version compatible with asset forge?
Modular Terrain 2.0
A downloadable asset pack
The Modular Terrain Kit 2.0 is a very large suite of modular block-style models designed for outdoor use. Included are 538 distinctive prefabs/blocks and 189 Assemblies (Prefabs created by assembling other prefabs using MAST).
The modular terrain blocks are color-coded to make it easier to see what fits together, allowing you to quickly create playable content.
This kit uses a mix of uv-mapping and planar/tri-planar mapping to create a seamless building-block-style kit, no matter what direction things are rotated.
Alternate materials are included to change season to Autumn or Winter, and 10 original shaders were designed specifically for this kit.
Textures are all custom-designed, with most having a resolution of 256x256 or lower with a stylish pixel-art feel.
Each model has an average of 89 tris, with the most repeated pieces only using an average of 40-50 tris. Once unneeded/hidden faces are removed, the total average per model is reduced to around 50 tris.
3 example scenes are included (Large Island, Autumn Path, and Winter), showing how everything can be assembled. I recommend using MAST - Modular Asset Staging Tool to quickly and easily stage your scene. This project already includes thumbnails and Prefab placement scripts for use in MAST.
This project uses Unity's Standard Render Pipeline (SRP).
Even though this pack is mainly intended for use within Unity, all the original FBX models have been included, as well as the Blender source file. If you plan on using these models outside of Unity - some (ie. grass, cliffs, paths) require planar/tri-planar mapping to texture correctly. The water shaders are Unity-only.
In order to download this asset pack you must purchase it at or above the minimum price of $25 USD. You will get access to the following files:
- Initial ReleaseFeb 02, 2021
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Is this version compatible with asset forge?
somewhat. Assetforge doesn't import textures/uvmaps and generates it's own instead. That's one of the reasons I created MAST
Such an awesome asset pack. Thank you!
Any chance the shaders will be updated for URP in the future?
There is a chance! I don't know for sure, yet. I will be releasing a village pack 2.0 pack meant to work with this pack and I may create all the alternate shaders then.
Thank you for creating this!! I just purchased it on the Unity store and I will give u feedback once I try it. :)
hope you will have more buildings/interior assets in the future. I really like the style you produce.
holy crap this is so impressive, imma consider buying this when I have the money, I actually need this so bad
Thank you so much for this fantastic pack, it's perfect for what I need and I'm so glad I stumbled upon it. This, along with your MAST tool, has made my world design so much quicker and I look forward to sharing some screenshots with you soon.
I have a quick question... I don't want my player to be able to fall off the cliffs so I added tall, thin, box colliders to the edge of the clifftop prefabs. These work fine for individually placed cliff objects but when I use the merge meshes tool to group the cliff elements together the box colliders don't seem to be included in the merged object. Is there a way around this or could you suggest a method that would work please? Thanks in advance.
Does this work with AssetForge?
Partially. All of the models are in FBX format and the original Blender file is included. However, as the description says, I use triplanar and other shaders for terrain and water. Also, AssetForge currently ignores all uvmapping and just generates it's own, which means you would have to stick with solid color shading which should work for almost all models. Lastly, AssetForge is really meant for putting blocks together to make other objects. Kenney has made it very clear that it's not intended for assembling major scenes.
If you are using Unity, you can use the Modular Asset Staging Tool (MAST) that I mentioned in the description. It's completely free. A full Unity package is included in Modular Terrain 2.0 with everything already in prefabs, tons of more advanced assemblies of the models, and 3 sample scenes. Also, the prefabs have MAST scripts attached that will tell MAST how to handle them (i.e. Randomizations that swap out trees/rocks/etc, rotate, flip, and scale them, without deforming them badly, Raycasts that make sure props are placed flush to the terrain, and specifications that tell MAST how the should rotate and be placed to fit perfectly.) A lot of work was put into making this kit easy to put together. I even added colors to the parts of the models that won't be visible, to show what should match with what.
I know this answer was much more than you asked about, but I wanted to leave this information up for anyone else who may have a question about these other things.
Thanks for the fast reply! What you're saying makes sense. My use case is I have a 2D game, but I want to use 3D assets to generate the sprites. What I like about Asset Forge makes it super simple to throw an object on the screen and export 2D sprites. Actually in my case I'm probably sticking to solid color shading so I think this might work well. Otherwise I guess I can just pull things into Unity and find some scripts to help automate exporting to 2d sprite. thanks!