Sure! Glad to help out. We'll try to send the asset over to you soon.
We don't have many assets published now, but we plan to upload many in the next upcoming weeks. So check back for those!
I understand. Thanks for the clear explanation!
Okay, we'll prepare the station asset for you this way:
- Mesh #1: sign boards
- Mesh #2: objects (chairs, soda machines, etc)
- Mesh #3: environment
Mesh 1 and 2 are already on one texture. Mesh 3 is now tiling so we'll bake it as one large texture.
Let me know if this works out for you, and if you have an email or somewhere I can send you the completed files. Thanks!
Hi Niven,
Thanks for your purchase and your kind words!
The subway station environment uses tiling textures so combining their maps would interfere with the tiling pattern. So the floor must have its own repeating square texture as do the walls, the ceiling, etc.
Is there a reason the entire environment should be on a single texture map? Maybe we can help you find an alternative method.
But if it must be all on one map, we can bake the entire environment onto one giant 4096x4096 texture (maybe smaller is possible).
Anyways, let us know!
We've released the first beta of our street racing game!
https://bitsoft.itch.io/adrenaline-street-racing-beta-0
It focuses on drag racing, gear shifting, and dialogue. We hope everyone checks it out!
I once stayed at a ryokan in Sendai, Japan, and this model is somewhat based on it.
Available on our itch.io page!
We've upload a package for Unity! Please download "Japanese apartment Unity-URP.zip" It's made for URP. If you're using another rendering engine, you have to convert the materials.
As for baked lighting, the meshes have a few overlapping UVs which is a common technique for low-poly and small texture sized PS1/PS2 games. So I think that's creating the problem with baked lighting. In Unity, did you already try turning on "generate lightmap uvs" on all the models? If not, that may fix it.
Hi. Sorry to hear about the problems. We also used this asset before in Unity but exported the pieces out from Blender separately. The fbx files are mainly for non-Blender users (like Maya, 3dsmax) to be able to open the mesh in their program and export the pieces out to their desired engine.
We will prepare a Unity package for you and update this page! Please check back in a few hours.