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Fertile Soil Productions

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A member registered Dec 19, 2017

Recent community posts

(Edited 1 time)

I mean this in 2 ways:

  • The model thumbnail shows a mirror image of the  model, left is right and right is left.
  • Also, the direction the models are facing for thumbnails in AssetForge is 180 rotated from the direction the models have to face in Unity for GetAssetPreview.

p.S. The tool I use for modelling lines up with Unity as well.  I was just rotating my models 180 degrees for AssetForge.  I hope this gets fixed!

Gotcha.  I did add more pieces to the kit.  https://itch.io/t/256082/hill-terrain-collection-updated

I was thinking about creating other biomes that would be compatible with this one, such as beach, desert, mountains, and floating isles.  Let me know if there are any pieces you'd like.

Completely free and able to be used in personal or commercial projects.

https://www.patreon.com/fertilesoilproductions
https://www.fertilesoilproductions.com/

Download here.











Currently, models over a certain size are hard to view with the currently generated thumbnails.  Anything larger than 2x2x2 gets cut off in some way, and offset models may not show up at all. 

It would be nice to either automatically or manually allow a thumbnail to be generated with a larger view.  Maybe this could be a manual screenshot even.

Also, the ability to toggle on/off model names below the model would be very useful.

Some of the original Kenney assets weren't meant for Assetforge.  They weren't scaled down correctly.

There is a post under the custom blocks forum where someone formatted all the Kenney packs for Assetforge.

Created the same pieces you were working on as well as other variations of stretched and transition pieces.  Also created a dedicated downhill water piece, renamed the collection to meet with my new standards, and designed 2 larger curves for paths.  I will upload them some time this week I'm sure.  Here's a screenshot.


To be honest, this pack has gotten more complicated to use than it was originally intended.  I think it will be ok once Assetforge allows grouping, but I may end up bringing this pack back to my original idea of an outdoor puzzle level pack that uses a noticeable grid-based format.

I see Assetforge as an amazing tool, but not meant for nature.  Unity and Unreal both have built-in tools meant for that.

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Completely free and able to be used in personal or commercial projects.

https://www.patreon.com/fertilesoilproductions
https://www.fertilesoilproductions.com/

Download here.



Cool man.  Was planning on overhauling and adding to the collection eventually. Currently redesigning temple.

Like how you used the dirt ramp for downhill water.  Going to create a tile for that in the next release.

oops.  Meant to delete this post.  Thanks!  I ran across the page the other day.

This is more of a complete redesign than a bug fix, but I couldn't find anyone else reporting it.  The models are a pain to place, since the program doesn't seem to register when the mouse pointer is hovering on a certain side of an already placed model.

It may be easier to have a 1x1x1 invisible bounding box around each model for accurate tracking, and have a hotkey that can be held to place model inside the bounding box of the hovered model.

Would love to be able to view the palette as a list with the material name and material in the same row.

Here is a house collection - available for download here.  It is public domain, so feel free to use any way you want, just don't claim the work as your own.

I'll let the screenshots show what's included:

There are a few pieces not shown, including some experimental roof pieces.


Direct download link:  https://opengameart.org/sites/default/files/house_collection.zip

My website:  https://www.fertilesoilproductions.com/

My patreon account:  https://www.patreon.com/fertilesoilproductions

I hope these find use!

Would love a feature list teaser, like first-person camera, etc. =)

Just knocking the dust off this post.  Is version 1.3 around the corner?  I have models I want to use, but am unable to due to no true movement camera.

lol.  yeah.  I had a student get highly offended at me one day for using that term.  Lesson learned.

Looks great.  More of this please =)

This set looks great.  Can't wait to see some actual games rocking assets made from it!

Let me know if you figure out how to get the isometric tiles to look seamless.  The lighting used keeps me from turning my models into isometric sprites.

Would definitely like the ability to use custom textures, then be able to export the model textures as an obj, and actually have the texture copy with it.

I created a hilly terrain collection for Asset Forge.  It has hills/paths/trees/rocks.  Can download it for free on my website:  fertilesoilproductions.com

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Definitely need a 1st-person fly camera "ASDF+QE" - like what's used in Minecraft when flying.  Unity uses this when right-click is held.  Magicavoxel implements this perfectly, giving the option to toggle between Orbit and Free cameras.   Just please keep the pitch control linked to the camera's X axis.  Programs that allow true free cameras are just dizzying.

A recommendation for the current orbit camera:  hold the middle-mouse button and move mouse to move the camera target left/right/up/down relative to the camera's current angle"Quaternion".  This would allow the target to lift and drop, so this tool could be used better for structures with roofs.  Lastly, in orbit mode, could use  the same 1st-person controls to control the camera's target, while the right-button still orbits the target.  Again, this is how Magicavoxel does this and it is the best control scheme I've ever used.

Update with some simple code:

Code for panning the orbit camera:

   // If the middle mouse button is held down
   if (Input.GetMouseButton(2))
   {
       // Get pan speed (distance between camera and camera target divided by 25)
       float panSpeed = Vector3.Distance(cameraTarget.transform.position, mainCamera.transform.position) / 25;
       
       // Pan camera, based on mouse movement, relative to the direction the camera is facing
       cameraTarget.transform.Translate(mainCamera.transform.right * -Input.GetAxis("Mouse X") * panSpeed);
       cameraTarget.transform.Translate(mainCamera.transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);    }

Of course cameraTarget is the parent of the camera. I imagine you have the camera orbiting around it.  mainCamera is pretty obvious =)

The panning code is fairly standard, but I never liked the scale in speed of most panning cameras, so I did a straight-forward pan-speed increase the further the camera is zoomed out.

(Edited 1 time)

I have a new website:  https://www.fertilesoilproductions.com/

I hope to have plenty of content on it in the near future.

Added Hilly Terrain collection

(Edited 1 time)

Thanks for the compliment.  I enjoyed making them.  I also posted these models on opengameart.org and referenced Asset Forge in the descriptions.

Speaking of Asset Forge, I can't wait to see more updates to this great tool .  It's only scratched the surface of how useful it will eventually be.

Thank you very much for the offer.  I just created a Patreon page after reading your reply.  Even if there are no donations, I appreciate the compliment that my models are worth actual money.  I will update my post with a link to my Patreon account.

(Edited 15 times)

These are completely free and able to be used in personal or commercial projects.

Donations are always appreciated but never required:  https://www.patreon.com/fertilesoilproductions

My new website (contains direct download links for collections):  https://www.fertilesoilproductions.com/


Racetrack

Google Drive link:  https://drive.google.com/open?id=1RUEU6RpukvtosUdsZP1ZnPabByF1UhQ_


Dungeon

Google Drive link:  https://drive.google.com/open?id=1qWolwX8glzyGQOByKg3cGe6WPPbZ-Pr1



Website containing all collections:  https://www.fertilesoilproductions.com/

It may be possible that using that many sprites would be more CPU-intensive than going low-poly 3D.  You may want to convert your project to 3D with a fixed-angle orthogonal camera.  This way you still keep your look, but take advantage of any angle you want, and maybe even a decent shadow system.

(Edited 1 time)

In Unity, you can download a post-processing stack to replicate the effect.  https://itch.io/t/173235/unity-scene-set-up-lighting has instructions on replicating the exact look in the Assetforge, using Unity.

Post-process Ambient Occlusion uses quite a bit of processing power compared to baking it in, using Unity's Enlighten.  If you plan on using the exported model for a mobile game, then bake the AO, instead of using the technique Assetforge uses.  Besides, when you bake lighting, you get some seriously amazing lighting effects that go way beyond simple Ambient Occlusion:  

pS:  Don't forget to set your models to static, so they are calculated in the lighting bake.

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Many programs don't export to wavefront OBJ in a way that's friendly to Assetforge.  I've had to use 3 programs to tranform my models and fix the edge hardness.

A source model edit interface would greatly improve this process.  Here are some ideas:

  • Scale:  1 button press to uniformly scale model with largest dimension being scaled to a specified number.  By default this would be 1 of course, but for some models with overhanging parts, this should be able to be changed to 1.05 or 1.1.
  • Translate:  Another 1 button press to move model to a specified location.  By default, it should be centered at 0x0x0, but may need to be moved to the edge of the 1x1x1 box for walls or down 0.5 for floors.
  • Rotate/Flip:  90 degree rotation and flipping along any axis.  Maybe even an option to simply flip Y and Z axis due to how many modelers export models on their sides (Wings 3D gives this option on OBJ import).
  • Edges:  Make all edges hard.  I don't care to make some edges hard and some soft, since that level of manipulation can be done in a 3rd-party program.  Just a quick way to fix soft edges that many 3d modelers export obj with.

Since you're already doing most of this with models that are already placed,  I know you don't have to reinvent the wheel to implement these features. 

I like what you've done so far, been disappointed by the lack of the most basic features like copy/paste, and am hesitant about the future of this program due to its slow development.  Please give me some hope.


EDIT:

Anyone who was as frustrated as I was, I found an easy way to import custom models into Assetforge.

I use Wings 3D - completely free.

You can import OBJ files, with Y and Z axis already swapped.  If you do this, turn on swap axis during import and turn off swap axis during export, otherwise the model will end up in the same orientation it started at.

To scale and translate the model to the right position for Assetforge, you first have to create a bounding box.

  • Go to Tools > Bounding Box > Bounding Box, and set the bb Dimension values to (x=1, y=1, z=1) and set the bb Center values to (x=0, y=0.5, z=0).  If your model has a little overhang, enlarge the dimension X and Y values as needed.
  • Click to select the entire model - which is easier by clicking red cube at top to enter object mode.
  • Perform scale by clicking Tools > Bounding Box > Scale to Saved BB > All.
  • Perform translate by clicking Tools > Bounding Box > Move to Saved BB > All.

To make all edges hard, with the model selected, change to line mode by clicking the cube at the top with a red line.  Right click anywhere in the viewport, click Hardness > Hard.

If you find it more convenient to save multiple models in one file, you can import the entire file of modular pieces.  You can fix edge hardness on the entire batch at once.  Then, you can select each model to export separately and transform/scale/rotate it.  Then you can export selection, instead of exporting the entire file.

Lastly, I use a trick, to avoid having to move models that don't need to be centered at 0,0,0 such as wall.   When I create the model, I overlay a cube on the model "with the cube's center being at true 0x0", to represent it's offset, and I scale/translate the cube with the model, then delete the cube.  The result is a wall that stays on the edge of the bounding box, instead of being centered.  For objects that are taller than 1, I use the Tool > Put on Ground.

I hope this helps someone.