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Home RESOURSE Unity 3D-Model

[FXGEAR] – MYFG – Weapon Pack v2.4

Truong Bui by Truong Bui
09/10/2021
in 3D-Model, RESOURSE, Unity
Reading Time: 2 mins read
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myfg-weapon-pack-v2-4

MYFG - Weapon Pack v2.4

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MYFG – Weapon Pack – download Unity asset

This is a high quality of medieval weapon pack which contains more than 340 items to give you a complete armory for your game. The hole package is Hand-Drawn Art Style and especially perfect for Top-Down Game. All objects offer 2 kinds of texture editions: One is each weapon has its own texture for you to pick and recombine your unique armory easily. The other is all models share one big texture in order to decrease drawcalls efficiently. The Low Poly design to allow things running smoothly and definitely nice to the mobile devices.

– 5 Arrows
– 21 Axes
– 6 Bolts
– 26 Bows
– 12 Crossbows
– 33 Daggers
– 27 Maces
– 27 Polearms
– 31 Shields
– 22 Staffs
– 41 Swords
– 18 Two-Handed Axes
– 27 Two-Handed Maces
– 29 Two-Handed Swords
– 18 Wands

Asset version: 2.4

Bayesian models have been developed that find ungapped motifs in multiple protein sequences. In this article, we extend the model to allow for deletions and insertions in motifs. Direct generalization of the ungapped algorithm, based on Gibbs sampling, proved unsuccessful because the configuration space became much larger. To alleviate the converge…

It’s a decently executed idea. You have done a great job not darkening all textures directly, but maintaining parts such as scope, wood, the red/green lines on grenades, the clips on SG552/AUG, and the firing mode indicators of the MP5. However there is still room for improvement.

Overall the weapons feel way too dark. On areas with shadows, all I see is a lump of coal. They could be lightened slightly to appear better in darker areas.

There is a lack of consistency between the dark shade across various weapons. Certain weapons are darker than the others (eg. FAMAS, Glock), whereas others are a touch lighter (Deagle, C4). Also the darker versions retain the original color tones – i.e. some weapons feel “blue-ish”/”green-ish”/”red-ish” depending on the original texture. Desaturating all the weapons first before editing them would provide more consistency.

You haven’t skinned the shield models at all. It creates an inconsistency in-game – the shield models retain the vanilla CS look and when the shield is dropped, they suddenly revert back to the dark-skinned versions. It’s easy to add them though, all we need to do is change all the pistol textures via a model viewer. But the shield model itself has not been changed.

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