Release 3 now includes wakizashis, LODs, more customizable options for all of the assets via the Substance .sbar files, some art in .svg format and more!
The purpose of the Universal Katana Project is to create a smart asset that provides as much customization options as possible. This should allow anyone to create all sorts of different katana's with ease. My goal is for everyone to choose the UKP for any katana need, being sure that whatever creation they design, will have no other one alike!
Check the blog: https://theuniversalkatanaproject.wor...
Follow me in twitter: https://twitter.com/universalkatana
Check the video:
https://www.youtube.com/watch?v=0UBFFy4ksJs
This is a WIP in the sense that the road to my vision for the product is long, but every release will have useful assets to use, and it will simply get better each time. Expect constant updates with new features!
Please support me with this project and help me achieve the ultimate katana asset!
ROADMAP
Below is the roadmap one release ahead of the current project. Additional features may be included on each revision, but what it’s stated below is what should be added. ETAs are counted after publishing of the previous release.
For Rev. 4: (ETA is 2 weeks)
Add more (and better) wood options for the saya
Enable coloured art for the saya
Make the katana quads only
Include more tsuba’s and kashira’s styles
Create a cartoon katana/saya model
Add a odachi/nodachi variation
Include a UE4 project demonstrating first person perspective use and katana customization
Provide a Modo Procedural Item for both the katana and the saya (to allow bend angle modification and easy tsuba switching from within
Modo/Modo Indie)
For each new revision:
Planned but not scheduled:
Create a super high resolution offline render focus model of each different part
Include animations for first and third person
Include dynamic mesh options to avoid using static meshes for different tsubas, etc. (maybe use Houdini?)