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Showing content with the highest reputation since 10/31/2012 in Posts

  1. Thank you, really apreciate that - it does look so much better doesnt it - nice download area now!
    9 points
  2. Forum looks great now. Thanks Steve.
    4 points
  3. Remove those script as they are for unity 5-4 and earlier untiy 2018 no more use this
    3 points
  4. Hi, is there a water well on one of the packages? Thanks.
    3 points
  5. Steve is definitely still active, I talk to him nearly three times a week because of the exclusive work I've given him. Obviously because my own work is injecting funds into Arteria, this gives Steve a lot of breathing room and time to work on his Arteria line as well as my own work. So don't worry, Steve isn't going anywhere
    2 points
  6. OBF will be released Monday evening!
    2 points
  7. Hi there, Steampunk environments would be cool, there is not a lot on old Victorian steampunk environments and i think you could fill a gap in the market there, i added just a couple of google pics as reference to the awesome potential you could have with it. Although these pics are probably the copy right of someone else it shows that some really big noisy city environments would be possible. Paul
    2 points
  8. I would LOVE to see Victorian steampunk environments, vehicles, characters and even whole levels. I'm currently using Leadwerks, but I also use Unity3D as well. Mike
    2 points
  9. Wow, youve got my interest with those pics, they are very inspirational. For some time now ive wanted to do a steampunk pack. Living in the UK, Victorian Buildings are everywhere, so its easy to source ideas, and then combine the steampunk elements. Stay tuned!
    2 points
  10. A customer asked where the pack is, and i couldnt find it - it wasnt showing, so i reuploaded
    2 points
  11. Steve, Not really into this UMA stuff, but I see it might be useful in the future for me and I like to get in on the "ground floor" of your ideas and projects and like to support your work. Keep it up. David Robinson http://www.arrcomm.org
    2 points
  12. Just waiting for a few questions to be answered by the developer, so I can be 100% confident of the transition. I definatally don't want to get into any coding areas with this, as its not my area, but from what I see thus far, I don't need to. Im curious about adding the arm and leg armour elements to see if that's straight forward
    2 points
  13. Because models have to conform to a specific design style for the base characters, Not too bad for the sci fi kit - and indeed a new update will feature all the sci fi styled characters as part of the sci fi base. I am confused with the bone count, as the female uses exactly the same rig as the males - ill take a look at this later in the week. The reason the male and female are different in terms of how they are done, is because as you can imagine, its been a huge learning curve in how to do these base packs and make them so customers are happy with how they are done. The consensus originally was to have a character system that provides different mesh groups, that hide or unhide, and swap out - hence the male worked like this. Then customers wanted a system where a naked base character was visible at all times, with the mesh elements added on top - hence the female version. To be honest, making these characters is such a huge time consuming situation, that to actually get them to the point of release as we did, was incredible. Going back to your idea of you asking why all characters don't use this system - the main answer to that, is file size of exports. The male character for example take a long time to export, and very very fiddly due to its size. Adding dozens of other styles atop this character would result in an export nightmare scenario. As most customers don't have the necessary experience(from emails received) to merge singular costumes together in their game engine, its imperative that the format for the time being always remains whereby the entire character costume styles are in one file export, rather than split per costume. Also, I am looking to re-invent the base male this year, and maybe approach in a different way. All ideas welcome
    2 points
  14. I just purchased a lifetime membership, and wanted to say hello to everyone. I have been a long time user of Unity (actually helped develop in a small way), and throughout the years have purchased quite a bit of Arteria content and love what Steve et. al. bring to game developement. Just saying hi
    1 point
  15. Hello I see a "new" castle pack 01 and it has unity 4 in the title..is this different than the previous version and is not compatible with unity 5 ?? thanks in advance
    1 point
  16. Hey, thanks for the help Steve. Sorry I'm not fluent in graphics, which is why I bought your wonderful work! Thanks again.
    1 point
  17. That explains things then, it doesn't support multitrack animations to my knowledge I'll post a new fbx next Tuesday latest
    1 point
  18. Fbx 2012 using Esenthel
    1 point
  19. Hi steve, yes I know it's you. Will try to sort it out when I get home from work. What do you mean it's a legacy model?
    1 point
  20. Just downloaded the unity version and imported it, it said "No animation data for this model"......
    1 point
  21. I'm going to go ahead and bump this to make sure it gets seen, judging by the likes. there are probably a few more people who need an answer to this question. Tried importing it into unity to see if it would read the animation clips but there is just one combined animation track labeled "CombinedAnim".
    1 point
  22. what? That's definatally not the case...
    1 point
  23. Hi Welcome To Arteria3d
    1 point
  24. Atmospheric horror, modern-ish (within the last 30 years).
    1 point
  25. Are all the products based around Unity? From what I understand the unity part would just be an option like Torque used to be.
    1 point
  26. Its not actually been released yet - it will be available Wednesday Steve
    1 point
  27. There was a pack i did a few years back, which i always felt needed more content to become a full environment building pack, that at some point i was going to go back too, and make a full on roman city. Would you like the original pack link, if so i can sort that out. Steve
    1 point
  28. Thankyou to all customers. The UMA conversion is going forward! I will now spend the next month on preparation for the system. Ill still leave the payment page up for any other customers who wish to contribute too, due to requests.
    1 point
  29. 1 point
  30. My question on this would: What about future models? Are they going to also have this done to them? I'm interested in making this happen, but only if it continues to happen. 1 set of models and then nothing further isn't really interesting enough to me. Also, did you ever decide whether this conversion would be available to all customers of the OBM, or just those who help fund it? It's my opinion that it should just be rolled into the exist packs and available to all prior and future purchasers, even those who didn't help fund this conversion project.
    1 point
  31. Hi Steve, while I understand Your thoughts about people never using some part of Your offers (mabye Unity3D-parts, maybe 2D-parts etc), I fully agree with Daryll, a "full access" should be "full". I think, there really are full-access-customers who do not use all of Your areas, so the Non-Unity-Users should not be a serious problem. Restricting (or ecepting some areas) after(!) having promised the "full" access will perhaps create more disappointment. Regards Zoroaster
    1 point
  32. Sure, i hear what your saying. 2 weeks will work to see the interest
    1 point
  33. Hi Steve, I've been looking into this a bit more and it does look like it's going to become a kind of go-to standard for Unity and have all the Unity community behind it, so probably does make most sense for most of us to move over. What they haven't got yet is the awesome set of clothes and armours that you have for the base male, so there must surely be a good market there. I'm definitely up for backing that with the $35 membership addon
    1 point
  34. The main problem here is that not everyone uses unity - if its going to be a huge ammount of work outside of what i would regard the regular arteria workflow for one engine, a separate funding or something would need to be done. Ill take a look and see what i think
    1 point
  35. You can find the downloadable walkthrough demo on the product page here. I haven't seen a sample level in the files though.
    1 point
  36. Just a quick question. What is the best way of using this model? Should I leave all the parts intact but just disable the clothes etc I don't need? Or would it be better to delete the parts not being used e.g. BlouseA?
    1 point
  37. Hi Guys, Im really a software engineer that has been learning to use Maya out of necessity. I had no trouble importing the base female and working with her, but I am a bit stumped on the dungeon pack. If I import the FBX it appears to come in without texture. Do I need to import the textures first? If so is there a way to bulk import them all at once? Thanks JK
    1 point
  38. Figured out i had to dump the textures in the default maya texture directory
    1 point
  39. Even though most if not all of the Arteria store pages say there is a Unity package for the product, very few actually have one. The list of included file formats on the store page is simply copied and pasted to every page. FBX and DAE will import into Unity. You will most likely need to assign material to textures. I also tend to reorganize the folder structure since Steve is inconsistent on where he puts stuff from package to package. Personally, as I go to work with Arteria packages, I clean everything up, delete anything I don't need (like .x files), and then create a Unity package for that model. I put them into Models/[package name] with subfolders of Materials and Textures specifically for that model. It keeps things a little better organized.
    1 point
  40. Hello, currently medieval female modes has more bones than male, with different names, also logic of equip is not same (male has underwear torso, male not). When we can expect some unification (same number of bones, same names, same equipment)? Preparing character controller based on current models is way to hell, it must be done properly, or it wil became totally unmaintenable. Also why are stand alone models incompatible with base character? It would make FAR more sense to make naked body (male/female) for free (or some symbolic price) and sell equipment/animation kits as addons. Addon for medieval armor, addon for scifi hairs, addon for modern wear, etc...instead of having separate scifi, fantasy and various stand-alone models. Unification would accelerate any developement and also it would save lots of your time.
    1 point
  41. The best would be some ad hoc agreement via private meesages. For example we need male/female unification, so we can agree, that you will do it non exclusively for us for some price. Etc...
    1 point
  42. Probably none, but i use 3 non open source packs witch provide major source code modifications to the engine , at least 2 of which would probably be a nightmare to port to the newer MIT version (or at least with my programming ability anyway) so i stick with what i know, i guess i'm screwed if i run into any showstopper bugs, but it might be easier to port single fixes backwards, i guess we will see For most people, or people starting on a new project there are some fantastic new additions and lots of improvements in the newer version, which i'll probably use in the future if i ever complete this project first
    1 point
  43. Sorry to bump my post, however I've been checking everyday hoping these 4 fixes were updated. Its becoming hard to move forward in my project without the above 4 resources fixed in the download sections. Thanks and really hope they are updated soon. The druid is the most important, as she's going to be one of my main characters, hard to push without the main character. As skeleton will be second most important as its one of my favourite enemies to smite, however with no .dae collada file I'm out of luck.
    1 point
  44. I'm sorry for the annoyance, but I still can't access the updated version (bow/horse animations and shader files) and that's pretty much putting my project on hold. Here's my situation explained with two screenshots: and If you notice in the first screenshot, the male version of the pack is correctly stated as being updated in April and it's download button does lead to the folder structure you mentionned and it does contain everything for the male pack. The female one unfortunately only keeps downloading the January version directly (as shown in image 2), which doesn't include bow or horse animations, and no shader files.
    1 point
  45. Ok thanks Steve, I have wrote to you this week, just waiting for the model to make a game for a customer... thanks
    1 point
  46. hello, i know that it's not the right place to ask that question but i wanna know how to use that site: proxy thanks to everyone
    1 point
  47. thanks for the quick answers and sorry for the late reply. exporting via unwrap3D sounds like an easy & quick way, i'll try that. Thanks for your help
    1 point
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