Toon Village | Speed Level Design | Environment Design | Unity | URP
ฝัง
- เผยแพร่เมื่อ 21 พ.ค. 2023
- Hi :) Due to the fact that I'm on the road and I don't have access to my computer (and the laptop is unfortunately too weak to handle HDRP) this time I created the scene in URP instead of HDRP. And since I've wanted to do something in a more cartoony / stylized atmosphere for a long time, this was the occasion :)
- 4K is only there to increase the bitrate of the movie, and to prevent TH-cam 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...
Toon Village | Speed Level Design | Environment Design | Unity | URP
📝 Assets used in this video:
►POLY STYLE - Medieval Village: assetstore.unity.com/packages...
►Toon Fantasy Nature: assetstore.unity.com/packages...
►URP Stylized Water Shader: assetstore.unity.com/packages...
🎵 Music from:
Uppbeat: uppbeat.io/?referral=to-xh35s
Woods of Imagination, Frost by Alexander Nakarada (www.serpentsoundstudios.com)
Licensed under Creative Commons BY Attribution 4.0 License
/ @anakarada
⏳ Scene creation time: 2.5H
🎬Timeline:
Soon...
#unity #urp #leveldesign #environmentdesign #unityurp #unity3d #seta
When i saw this art style i immediately clicked on it its perfect for the character style im currently learning
Stylized environment is one of the prettiest, with good models you can create really beautiful levels and in my opinion you have more freedom when creating than in the case of realistic or low poly models:)
As a unity game developer who sucks at level designing i love watching his videos
For a change, I'm a total talentless coder:)
everyone has different talent@@SetaLevelDesign
nice work and nice to see
Thx:) I very rarely do anything in URP but it turned out pretty well even without volumetric lighting:)
@Seta - Level Design performance will be good compared to hdrp
Very nice ambient. Thanks for sharing. Good to see URP in action. What is your opinion, this better for stylized / fabled scenes?
Thx:) If you don't need volumetric effects or you add them using separate addons, then for stylized scenes it seems to me that URP will be better, especially in terms of performance. On my laptop, this scene would probably not run smoothly in HDRP and in URP there were no problems. Building models were the heaviest and mainly because of that I lost performance, but in HDRP it would probably be even worse.
@@SetaLevelDesign Thanks so much your answare and information. Good to know that, when need balancing performance🙂
Awesome video which gives me a lot of ideas for my projects. I am curious about the stats of this scene, triangles, batches, FPS etc in play mode. Could you share these information?
In play mode in FullHD on gtx1060, depending on the shot, it has 120-90 fps, 400k-900k tris, and about 2-4k batches, the buildings are the heaviest, so if they were optimized, it would probably be possible to got a few more frames:)
@@SetaLevelDesign thank you for your answer, I thought it was less than that for the FPS.
Lovely video. Do you have any tutorials on creating like a chain of volcanic islands in URP? Preferably stylized?
Thx:) Unfortunately not at the moment, but I'll think about it :)
@@SetaLevelDesign Thank you, even if it's just for your consideration.
Thank you so much I like your videos but I have a question.
What kind of desktop computer or laptop is the best for creating game and what computer inches is the best??
To be honest, I'm not very familiar with the ideal hardware for game development, because it all depends on what type of games you want to make :) It's definitely much more comfortable to work on a desktop than on a laptop, but that's mainly due to the expandability, cooling system, and cost (laptop is a lot more expensive than a desktop with the same parameters). As for monitors, 2 are the minimum, but such 24/28 inches will be enough, one of which should preferably have pivot options (it's much easier to write scripts and any codes in a vertical setting). As for the hardware itself, I would aim for a GTX 30xx or GTX 40xx to have access to raytracing and DSLL (40xx). I think 32 RAM will be perfect, I have 16 myself and it works. But like I said, I'm no hardware expert, so these are just my thoughts:)
That grass looks stunning! Is that optimized for mobile as well?
Theoretically, I see no obstacles to using it in mobile, the shader should will work, and the number of tris (60-100) should also be sufficient if you do not intend to place a huge amount of grass on the stage:) Although there will probably be better optimized grass on the assetstore for mobile:)
@@SetaLevelDesign Nice, I need to try it out.
Question how did you modify the shader coz it is only for standard shading in unity, but i can see you used the URP shader
I replaced the shader with the one from Toon Fantasy and all house models worked without problems in URP:) Very often shaders from other assets work with those that are not compatible with URP or HDRP:)
oke can you be more specific in what and how you did it coz i tried it but failed
@@SetaLevelDesign
@@Ruti3131Install Toon Fantasy and Medieval Village, go to ASTROFISH_GAMES>MEDIEVAL_SERIES>POLYSTYLE_MEDIEVAL_VILLAGE> Astrofish_Common> C_Materials and find PROTO_MedievalVillage_ColAtlas and PROTO_MedievalVillage_Ivy material. Then click on it and change shader to TFF_CustomToonOutline. Then find texture TFF_Toon_Ramp_1A in Toon Fantasy Texture folder and assign it to the Texture Ramp in PROTO_MedievalVillage_ColAtlas material:)
yeah found it thank you
@@SetaLevelDesign