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Mixall studio
United States
เข้าร่วมเมื่อ 5 มี.ค. 2008
Mixall studio is one of the leading developers of digital packages for the Unity game engine.
Since 2016.
We have been working on the creation of virtual worlds and love our work very much. We are glad that you are with us all the time. In our store there are many models and packages for your projects. From small fish to large locations.
If you have questions, feel free to write to us, we will try to help.
Since 2016.
We have been working on the creation of virtual worlds and love our work very much. We are glad that you are with us all the time. In our store there are many models and packages for your projects. From small fish to large locations.
If you have questions, feel free to write to us, we will try to help.
Race track - racing cars
Mixall studio presents a good solution for your games, VR projects and simulators: Race track - racing cars
Use the asset to create your own racing tracks. The package contains all the necessary models to create your racing simulator. The racing track is modular.
You can download assets here:
For Unity:
For Unreal:
Warning!! All textures in the PBR package. They are suitable for both URP and Build-in. In the standard state, everything is configured under the URP. If you have the whole scene "Pink", change the render settings.
★ Key Features ★
modular track
racing cars
game ready demo scene
★ Assets ★
Cars (differnets colors)
Track: 6 modules
Environment: buildings, banners, trees, arch, tribune, fences
Props: wheels, flags, chairs, cones, borders, spotlights, trffick light
★ Other Assets ★
Combine this asset pack with our other assets:
-Football locker room - interior and props
-Fitness hall - sports equipment
-Swimming Pool
-Boxing arena - fighting show
-Small pool - interior and props
-Fitness hall - interior and props
Need support? Write to us: Mixall.team@gmail.com
Use the asset to create your own racing tracks. The package contains all the necessary models to create your racing simulator. The racing track is modular.
You can download assets here:
For Unity:
For Unreal:
Warning!! All textures in the PBR package. They are suitable for both URP and Build-in. In the standard state, everything is configured under the URP. If you have the whole scene "Pink", change the render settings.
★ Key Features ★
modular track
racing cars
game ready demo scene
★ Assets ★
Cars (differnets colors)
Track: 6 modules
Environment: buildings, banners, trees, arch, tribune, fences
Props: wheels, flags, chairs, cones, borders, spotlights, trffick light
★ Other Assets ★
Combine this asset pack with our other assets:
-Football locker room - interior and props
-Fitness hall - sports equipment
-Swimming Pool
-Boxing arena - fighting show
-Small pool - interior and props
-Fitness hall - interior and props
Need support? Write to us: Mixall.team@gmail.com
มุมมอง: 202
วีดีโอ
Shoes store - showroom with footwear
มุมมอง 221ปีที่แล้ว
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มุมมอง 140ปีที่แล้ว
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มุมมอง 120ปีที่แล้ว
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มุมมอง 82ปีที่แล้ว
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มุมมอง 159ปีที่แล้ว
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Padel Tennis court - sports ground | Unity | Unreal | Assetstore
มุมมอง 242ปีที่แล้ว
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มุมมอง 473ปีที่แล้ว
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มุมมอง 213ปีที่แล้ว
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Она на телефон?
Rustam siz O'zbekmisiz 🇺🇿🇺🇿🇺🇿
In 15 years of using Unity, I've never been able to make lightmaps look anything like the realtime lighting I've designed. Not a single time. I refuse to use baked lightmaps.
❤❤❤❤❤❤❤❤❤❤😍🥰😘😍🥰😘😍🥰😘😚😙😗
Bref, c’est pas grave
Que trois commentaires
This is one of the best
Который час в Лондоне не подскажете
thank you, nice video!
Но из-за них уровень воды еще больше поднимется.
❤❤😍🥰🥰🥰
Awesome
Can anyone give me games that are like this video like firefight or what😢
How can I buy it ?
Its clear you put some thought into .a lot of it in the over all design and assembled a lot of parts. Well done on that end. Constructive critiques: Some meshes, especially with texture unwrapping..not so great in a few area, especially with the interior of the stadium main structure , water bottles, etc. Such as the steps with what kind of looks like carpet doesn't take replacing textures too well showing there as an unwrapping issue. Signage connected to the walls. Its good they can be removed, however, and unfortunately. you have a lot of the text based signage as a single collective mesh. So if someone needed to edit those, they have to remove the the whole piece and create or find something else that is more customized. Its not "bad" but definitely requires some refinements, especially how some meshes are not unwrapped correctly . Upon purchasing the asset which still has a lot of useful parts, especially for a low end cost, is rather amazing. Again, I applaud you for that. The demo upon import also has missing scripts, especially on the lights and its a lot of extra work to have to find what ones had them and which one's didn't. Of course there is also the problem with pink materials as a result, however, and fortunately you kept all those materials in a single folder so changing them to standard and removing the textures for the metallic slot was relatively easy enough to modify. Odd sizing of everything rather inconsistently especially with the stadium size and the various chairs to match a player character avatar. I had to put what needed to be adjusted into an empty game object and resize everything so it would match with a mixamo Ybot mode that I stripped the rig out of and use as a sizing dummy a couple years back just for such occasions. I'd recommend that when making models like this so things are better aligned. I'd also avoid using so many cameras even if they are disabled. They still cause latency and excessive draw called. As a helpful suggestion if you re going to use Post Processing for lighting and all that, you dont really need anything set up with Render pipe lines. I'd leave those as optional scenes in a zip folder. Again, its still a good overall basic pack with a lot of useful context and editing some textures manually is easy enough if you got the software an skill set :) so for that thanks a bunch and I did purchase the package and working on adjustments for my current project. :) Be safe and keep up the good work and keep creating!.
Not for $30, sorry. Please let me know when it goes on sale for a reasonable $9.99, thanks.
Please teach how to make models like you
Is it free for educational purposes
so beautiful .... Medieval Cemetery ☺🤭
( ≧Д≦)
qaqa gt 630 qaldirar bu versiyani
Every time I've tried to bake my lights, it either takes days or crashes the editor. Unity 2022.3
2008 graphics with paid asssets probably
*PromoSM* 💥
Это конечно замечательно, но давай по русски. Что делать с overlapping UV's когда я кроме стандартных юнити мешей (кубы, сферы и тд.) ничего не использую, почему оно вообще выдаёт это предупреждение при запекании?
Велком Руслан, лет ми спик фром май харт, блиает!
Ah yes the "lightning panel". Classic.
Lightning and lighting are 2 different things mate
Very helpful! Thanks for breaking this topic down and providing examples of how the lighting settings modify the scene. I subscribed!
А ссылок то нет
I have bought it, but it would be ideal if it had a video to upload it to space. I have not been able to use it. I wrote to your email and I have not received a response
Hi how do you render this footage? inside unity or DCC tools? Looks So sharp. if unity means did you used unity Recorder? or something else? Thanks..
I've made custom light maps in 3ds max, separate from the base uv maps for textures. Do I still have to check "generate light maps" to have unity read them? Or will that over write my custom light maps?
If you generate light map uvs in unity it will override the uvs you made in max.
Is there any tutorial out there specifically forr Bonelabs SDK? I am having a big issue with making the light look right.
Thank you so much. It's so hard to find simple and to the point lighting tutorials for unity.
Only electric poles are visible here In small roads poles are only on one side not both sides
Nice u all
One of the most complicated topics in unity, lighting. You explained it very good , thanks.
it is one of the best tutorial i saw
1:29 wait what? sorry why did you rotate and scale the point light object? is there any purpose that we don't aware about it? please let us know.
Интересная реклама своих ассетов) Хороший урок. Спасибо
Can this be used in Unreal?
Unity link????
assetstore.unity.com/packages/3d/environments/metaverse-workroom-244197
@@Mixall.studio I bought it! Love it. WOW... so many ideas could be put inside it.
Kardeşim güzel ve faydalı bir video ancak optimizasyon konusunda çok eksik yanları var ayrıca İngilizce telaffuzunu biraz daha geliştirmen gerekiyor.
Kanal sahibi türk mü ?
@@ahmetomercicek5848 Azerbaycanli
точно не русский
Ну слышен же сильнейший акцент намекающий что диктор русскоговорящий. Зачем усложнять то.
ну на англоговорящую аудиторию записывает, чо сделаешь
Enlighten is used for backward compatibility? It's a dynamic GI baking tool. It works, it was updated around 1 year ago for HDRP. It allows to move lights after the static meshes were baked and to have GI from moved lights updated in realtime. Awesome feature, you should've covered it.
"Enlighten Baked Global Illumination is deprecated (unlike Enlighten Realtime Global Illumination)." Also, "Enlighten is deprecated, and will soon be removed"... ref: Unity docs
@@jeffmccloud905 dude, "unlike Enlighten Realtime Global Illumination" :)
@@maya_gameworks this video is about light baking
@@jeffmccloud905 ok.
𝐩𝐫𝐨𝐦𝐨𝐬𝐦 😳
Hey there :) Always good to see videos like this. "Mesh Colliders" on the first Hand, you right. They will consume more Power than Box Colliders. *but* you need 10 up to ??? Box Colliders to get a "fitting Collision" for one Object, and just 1 Mesh Collider, do have the same Effekt. The best will be in every Case, to use Lod Models. If you get a Lod 0, give him a Mesh collider, the Lod 1 can have none, or if you need a Collider, one full Box collider. This is truly the better Idea, than to setup your Scene holding 200 Box colliders, in difference to ~ 10 Mesh colliders. "Baket Light and Schadows" Yes, they are a possible Idea. The problems start with the following massive problems with Light Bakings: 1. - All Textures and Materials, contain the Light Baking. This is handlet by Default and needet. To set other Thigns into Places will be fail, if you have a "Baket" Texture. This is the disadventage to "Real time Light" 2. - you cant do really "new LIghts" inside a baket Scene. This is also a huge Problem with Baked Lights. 3. - the Baking of Light Textures only works if you have mapped GameObjects, what do not use "Cube Mapping" or "Oversized UV Maps". If you using oversized UV, and tileds, you have a lot better Quality and highter Texture Resolution possibilitys, than to use thigns like boring "Substance Textur Crazyness Graphic Card Memory Killer" Models. So in this case : you cant use Light Baking. The Reason is simple: Light Baking Textures can only be generatet for Objects, are mappet inside the UV Space of the Texture. This is truly in most cases a absolutly waste of Textures, Texture Memory, and slows down every Game. To use Tileds and oversized UV Maps, is always the better choice. So: *yes* Light baking - can - save Power, but the bad Sides of Light Baking are so massivly, that it really is not usable to me. Better to do Real Time Lightning, and be cairful and clever with the Light inside the Scene. Best of all: you also can bound your Lightning to the Lods you use. Will be save more Performance in Realtime Lightning, with a 10 times better Result, than to use baked light, only contains for one scene, with one Material, and only 1 Place Possibility for your Objects. You fill up your Graphic Memory with *A LOT* of Textures all are baked! not a nice Idea. Post Processing, you are absolutly right. but i recommend to use an Asset, not the Unity Default Package. The post Processing Volume v2 is okay, but i focus Kronnect Beautify. It s more flexible, gives you better Performance, can do a lot , posprocessing cant do. its worth every Cent. in Case of "post Processing" Save Performance in the case not to use "Color Grading", instet use Light with the different Light colors. You will have the same Result, without light baking you better on your way. Also use center Lights in rooms. often, you do not need to give every "Lamp" a Light. It s just a Performance Waste. do one Center Light. Better, same Result. 3.: Occlusion Calling. can be useful, but also brings CPU Overheats. Be cairful with that. To set all in different Layers, consumes often more Powers, than to set a Render Scene without Occlusion. Better to use frustrum Calling, if you want this. This need not so much layers. In Open Worlds it s the best idea to use a Frustrum Calling, also handle this with "Sight Cubes" in a Grid System. So you have less void updates, and a perfect Usage to disable the whole not visable Scene, with only 1 Void Update. Working like a Charm. But Frustrum Calling need Experience, need Model Building, and also need to buy an asset. Occlusion Calling in Unity did never work for me. It does not care how i setup it, unity is: "baking, baking, baking into eternity" never finish this. I dont know why, it s just the point. Also in open Worlds, Occlusion Calling is a really big Problem. If you using a World Streaming System for Example, you should have a Solution from the store contains this Occlusion **OR** you have to find a own way. out of the Box, Occlusion is just there useful, there you have a static scene (for example, one Room, like your Hospital). but: this is rare...... and always think about one thing: with *EVERY* Frame, you need to trigger *EVERY* Occlusion setup inside **EVERY** scene Model, to have the Result: "Visable or not". not a really good Idea. Can help, but occlusio is the last way to do things. There a lot ideas what are better than this. One of the Most problems is really good to see at 3:56 "Batches" and mostly: draw Calls and Setpass Calls. They are a lot more interesting! Your whole Scene there, can be done with ~ 10 % of this. contains some Blender work, but will be very helpful. If i design this level from Hand (not with sucking modular Assets) i will have more than 1000 FPS. *To the last Point* This. ,is the true Power! "Use an external 3D Software" ( Blender for Example, best i think :D i am in Love with Blender 2.79, a lot ppl with 2,X or 3.X (not my Software, i hate the UI Changes and usage Changes ) *but* like you show at the End: your assets for example, are Modular. This is a good Way to go, for all ppl do not know what are a 3D Program is, or how to use. in the Case of modular assets it s always better, to combine them in a Blender scene, than to use Unity for. Maybe: it s compfortable to build Scenes with Modulars, but it s never a good Idea. You will have a **HUGE!!!** amount of senceless colliders, a LOT of Drawcalls, Setpasscalls, a lot ppl using "Tags" on , what all consumes Performance for... nothing. Every Light you use, is calculatet on every "Part" o na Modular Asset. *so at the end* the best of all is: USE A MESH COMBINER if you not know how to work in a 3D Program, to combine the Meshes. build 1 Mesh Collider, max of 2 Mesh Colliders. problem with Mesh Combiners: you will loose the Lod Models. And Lod models are the true power. You did a very nice video, contains some Hints for Beginners and New Ppl. Gratulations i really like it :D okay 4 now. Maybe: if you have i will have a look into your store, but: most i do my things myself. Reason ? i cant use "Modular" assets, to much Drawcalls.... ( PS: always i read some Assetspecs i did see, i go crazy. For example: 1 Charakter, using 40 Textures. This are not usable things, this are game killers) best Greetings, and keep up the good Work.
My baked light with shadow in room is tooooooooooo dark plz help
Hello! Do you have a point lights in room? If no, You should add it.
@@Mixall.studio i dont need any additional light because there is no any lamp or light needed please any other solution???
@@thvk98 Dont try to grasp onto every light needing a Physical source in an environment. For example: I add 3/4 baked lights to a room, with only 1 Physical torch present
@@Brickwhut thanks, just what I needed to hear <3
Thank you ❤