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AssetGen - create a 3D game asset for Unity in few clicks

Discussion in 'Assets and Asset Store' started by Linkooo, Sep 28, 2017.

  1. Linkooo

    Linkooo

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    Hi,

    we have made a free addon for Blender called AssetGen, it automates the tasks to get a game asset ready for video games from an High Poly model. While it takes several hours to get an asset ready from an high poly, this addon does that in a matter of few clicks. It is ideal for all your static assets.

    We have made a video on how fast it is:



    You can download it here (documentation included): https://github.com/Linko-3D/AssetGen

    Also check out the reaslistic Unity Project, it's a startup project with the best lighting possible you can get in Unity: https://github.com/Linko-3D/Realistic-Unity-Project
     
    Last edited: Jan 7, 2020
  2. neginfinity

    neginfinity

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    You have licensing issues in both projects.

    AssetGen does not include a License file. By default it means that you're allowed to fork code on github, but not use it.

    Your Realistic-Unity-Project is specified to be under GPL.
    It is not possible to use GPL content in unity at all, especially scripts, because that would require you to re-release source code of the engine itself under GPL, which is impossible. In addition to that, the project includes unity standard assets, which are by default released under standard unity asset store license:
    https://unity3d.com/legal/as_terms

    Which means you aren't even allowed to upload them onto github or re-release them under GPL.
     
  3. Linkooo

    Linkooo

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    Hi,

    i have added a license file for AssetGen. What should be the licence type for the Realistic-Unity-Project?
     
  4. Martin_H

    Martin_H

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    MIT is always good imho.
     
  5. neginfinity

    neginfinity

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    If you want maximum number of people to benefit from your project, suitable licenses will be Mit, Zlib, BSD, and CC-BY.
    Where CC-BY means people will have to attribute you as the author of the original project.

    https://creativecommons.org/licenses/by/2.0/
    https://en.wikipedia.org/wiki/Apache_License
    https://en.wikipedia.org/wiki/Zlib_License
    https://en.wikipedia.org/wiki/MIT_License

    Look over them, and see which one is the most suitable for you.

    In general any non-viral license would do. The problem with GPL is that it is viral, meaning it can't be combined with any propietary code and can't be used as part of games made with unity or unreal engines.
     
  6. Martin_H

    Martin_H

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    For me that license on things is a no-go because it's a hassle to keep track of correct attribution and there are too many variants of the cc licenses. CC-0 is the only CC license I would use, because it's basically like PD.
     
  7. neginfinity

    neginfinity

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    Fair enough. I simply listed it as a significantly less evil and less problematic option compared to GPL.

    I also use Manuel Bastioni addon for Blender, and that one produces CC-BY content. Dealing with attribution in it is tolerable. Then again I'd be happier if it was CC0 instead.
     
    Martin_H likes this.
  8. Linkooo

    Linkooo

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    Also is there any feedback about AssetGen, do you think you could use it, if not why? Is there a tool or tools that you would want implemented in it, ideas to improve it?
     
    Last edited: Sep 30, 2017
  9. Dustin-Horne

    Dustin-Horne

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    I also wouldn't use it due to GPL licensing, however I did play with it yesterday just for kicks. The only thing I did was take a model and generate LODs from it. It did a pretty decent job... it was an organic model that had been run through zremesher so it had not clean topology. The result was a little jankety but for LODs it would have been perfectly suitable.
     
  10. Linkooo

    Linkooo

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    Why the GPL is bothering you? What licence do you prefer?
     
  11. Dustin-Horne

    Dustin-Horne

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    LGPL at the bare minimum. As stated by previous posters, using GPL requires that the source code of your application also be distributed. Hence, no one will use this for production unless it's for a blog or something where source is being released. Even then, I'd not use it in that case because I'd want to produce something that could be used in production without necessitating source code release. So something like LGPL or MIT would be a better choice.
     
    Ryiah likes this.
  12. zenGarden

    zenGarden

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    You still have to provide or create good 3D models, for textuers it can't match Substance Designer.
    "LOD generator" would fit better.
     
  13. Linkooo

    Linkooo

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    Hi,

    I have changed the license to MIT so you can use it in your projects.

    We won't call it LOD generator because we plan to add tools to create high polys and base meshes.
    Also because a similar tool has been released recently called InstaLOD.

    And we did several updates on the addon:

    - X and Y texture resolution
    - AO denoising feature
    - Multiple high polys in selected to active mode (the active selection must be your low poly)
    - Roughness and Metallic settings for every material and roughness setting to use the curvature on it
    - Cycles uses your roughness and metallic textures and plug them in the principled shader automatically and convert them in Linear color space and non-color data
    - Export tool export your albedo + roughness + metallic maps all at once
    - Normalize tool to adjust your image, it's an HDR effect
    - More than 50 Dota gradients
    - Gradient and emissive map baking

    The game asset generator now dissolve every tris on flat surfaces.




    I am working on a curvature smooth effect, the curvature effect will be slightly improved soon and reveal more details. You will be able to add grain on the roughness map and I am preparing a lot of tools to generate high polys elements like stylized hairs, straps, shoulder armor, belt, stylizing it (applies modifier to give a stylize look to a model) and more: https://twitter.com/Linko_3D/status/951817713193807872
     
    Last edited: Feb 7, 2018
    Dustin-Horne likes this.
  14. Linkooo

    Linkooo

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    A preview of the next version, you will be able to texture directly on your high poly, make your mesh looks stylized and generate mobile game asset (or very optimized):



    In the final version with the GUI, each time you will generate your assets your LoDs and textures will be automatically exported to your game engine. So you will just have to swap between your high poly in Blender and game asset in the engine so you will be able to update and tweak it very quickly.
     
    Last edited: Nov 11, 2018
  15. Linkooo

    Linkooo

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  16. Linkooo

    Linkooo

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    I have made a demo/tutorial on Blender with Unity



    It converts the high poly I have inside Blender into a game asset inside Unity. It removes every intermediate steps: retopology, uv mapping, baking, compositing.
    The texturing node group has been improved to generate your roughness map.