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itchiitchiboi

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A member registered 49 days ago

Recent community posts

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Recently, I discovered a collection of free assets made by a low poly artist called Quaternius and wanted to see if they would work with their materials in Asset Forge (AF). To my suprise, the majority of them work great! A few of the collections have scaling issues but they can be easily fixed by adding a meta.ini file as described in the documentation.

As a patreon supporter, you can get all of their models in one big zip or you can download them free of charge individually from their patreon or official site (note: there are some packs on itch but not all). Techincally all of the .obj files work in AF but not all of them have materials. While going through each of the folders from the Dec 2019 all-in-one folder (and all 2020), I found that anything they made from 2018 to present will work with materials using the supplied .obj and .mtl files. I'm certain there's a simple step to getting the materials to work for their older models using Blender, but I don't have the time or patience to do this myself.

This is a list of all the assets that I have loaded in AF with materials:

FPS:
Ultimate Gun Pack - July 2019 + there is a accessory subfolder that also works
Sci-Fi Guns - May 2018

Home and Buildings:
Buildings Pack - Jan 2019
Civilization Buildings - May 2018
Farm Buildings - Sept 2018
Furniture Pack - March 2019
Modular Street Pack - Mar 2018
Ultimate House Interior Pack - June 2020
Ultimate Textured Building Pack - Dec 2019

Nature:
Christmas Pack [Patreon Exclusive]
Nature Crops Pack - Jan 2020
Platformer Pack - Nov 2018
Textured Stylized Trees - May 2020
Ultimate Nature Pack - Jun 2019

Medieval:
Medieval Weapons Pack - Sept 2018
Modular Dungeon Pack - Jan 2018
Updated Modular Dungeon - May 2019
Ultimate RPG Items Pack - Aug 2019

Miscellaneous:
Ultimate Food Pack - Oct 2019

Space:
Spaceship Pack - Jan 2018

Vehicles:
Realistic Car Pack - Nov 2018
Ship pack - Feb 2018
Tank Pack - June 2019
Train Pack - April 2019


I don't have much interest in making characters or animals with AF but I did test some out just to see if they'd work. I got the dinosaur and male character packs to show up with no issues and I'd assume everything post-2018 will work just fine. The characters aren't modular so you'll have to get creative with how you might want to use them, or break them down in Blender.

I hope you find this helpful and saves you some time digging through their assets.

I knew it was something ridiculously simple. Shows how often I use the menu bar! A little plus icon in the material window would still be better for me and simple enough to implement. Thank you for getting back to me.

Currently, Asset Forge allows you to increment movement and rotation snap locks using the plus or minus icons. It would be greatly more effecient to type in a number instead of mashing the button to the desired spot. I would also love to be able to set rotation at any degree not just 5 degree increments.

I could just be missing something simple here but currently to add textures/materials in the paint menu I have to rely on the object I add to the scene. My work around is to add an object with lots of colours, then remove that object from the scene, and its materials stay in the paint menu. It would just be easier to have an add button (probably a plus icon) so that we can manually add as many materials as we want and to set up a colour palette.

You are a star. Everything is a work of art too. Thanks for making this available!

Couldn't agree more. Waste of $60 AUD for me.

My only work around is to re-texture the assets individually in Blender manually which is just not practical as there are thousands of assets of varying complexity.
Given that Asset Forge was written in Unity and the functionality is clearly there... is there any intention to add UV map support to AF in the distant future?

Other than the models from the Collections and blocks thread and the Kenney assets, I've not really had much success with other third-party models which is a shame.

So I'm trying to kit bash in Asset Forge (AF) using models from Synty. They provide the FBX or OBJ in their source files for each of thier packs so naturally I copied the OBJ files into ~/AF_2.0d/Collections/Synty and they appear in AF but with crazy scaling and a single white material. I've fixed the scaling issue using the meta.ini which was simple enough, however, the material problem has me stuck. Synty's source files don't include a MTL so this is obviously the root of the problem. However, they do include a Textures folder with a bunch of PNG files so this was the next logical step to try.
I imported the model into Blender and under Shading, I added the .png associated to the model then exported the model from Blender as an OBJ which also generated an associated MTL file. Great I thought, so I added these to a collection in AF, went to import and it appears fine with the correct material until I actually add it to the scene. The PNG tiles as the material as in the screen shots below, which is no more progress than I had before. Any thoughts or ideas to try next? I'm definitely out of my scope here.

This is the asset before I actually add it to the scene by left-clicking.


This is after I left click to add it to the scene.

Thanks for the reply. I resolved most of the issues by deleting the collection, opening AssetForge to let it rebuild the thumbnail cache, closing it, then reimporting the collections. I think the "Do not put any other files in there" part was key to this problem. The ones that were broken had rogue .fbx files or folders that I copied over from the original pack (curiously they were empty folders named gITF, Materials, Textures). I just assumed AF would ignore anything that it couldn't read.

An interesting bug I noticed is if you create a collection folder with the same name as the default collection folders (e.g. Buildings), then your assets will show up in the default folder plus its own custom folder which is kind of nice. Would be great for AssetForge to just merge these and not have the duplicate Buildings folder in the custom collections section or bypass this altogether by allowing to add or remove assets from the default collections.

Delete if not the right place.
Has anyone had success importing models from the other Kenney packs and other low poly assets?

At the moment I'm having pretty good success with the Kenney packs, however, I often get a page or two of unclickable assets that have incorrect thumbnails and the name of an object with "._" at the start of the file name (as pictured below). The objects without the "._" in the file name work fine, and the "._" objects seem to be weird duplicates. I'm unsure if there's even a simple way to fix this and whether or not this is just an issue with the obj files or the way AF caches thumbnails. The picture below shows the list of available assets but none of them are clickable and won't import into the scene. This would be less annoying if they sort order of your collections would put items start with a period "." at the end instead of the start. My only work around so far is to either type in the name of the asset I want, or work from the last page in each collection. I have tried basic troubleshooting steps like rebuilding thumbnails and reinstalling but no success.

I'm also really curious as to whether anyone has figured out importing the Synty Polygon assets, as I have quite a few of those that'd be great to import. So far I can import the mesh without any problem except maybe scaling (which is an easy fix with meta.ini) but I the materials don't import so I get a mesh with a plain white material. If anyone has some wisdom around how to fix this please share your secrets.

Hoping for 2.0 version in Mac soon, as collections aren't working in Mac and the gizmos are bit cumbersome. However, I'm loving the 2.0 previews on Windows so far. Awesome work by all involved!


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Either I was supposed to do this or I found a legit bug. I got stuck in second room after the invisible wall at the start. I stood on the switch, picked up the cube, then moved towards the falling door and before it closed dropped the cube on the other side of the door.