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CUSTOM PBR Sci-Fi Substances Vol. 2

Discussion in 'Assets and Asset Store' started by artzfx, Apr 25, 2015.

  1. artzfx

    artzfx

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    CUSTOM PBR SciFi Substances Vol.2

    Vol2_Forum.jpg

    Asset Store Link - https://www.assetstore.unity3d.com/en/#!/content/34719



    Product Features

    40 Substance Designs. Endless Material themes!

    40 x Unity 5/UBER Std/Std(Spec) Shader Ready PBR Substances
    40 x Alloy 3 (Unity 5) Shader Ready PBR Substances
    40 x Skyshop (Unity 5) Shader Ready PBR Substances

    - 2 x Custom Decal inputs per Substance (import your own grayscale png maps to further customize your panels)
    - Material Presets, Metal, Plastic, Paint, Rubber, Glass
    - Custom Colors
    - Randomized Dirt
    - Randomized Wear (paint chipping)
    - 29 x Sample Decal Masks
    - up to 2048 output

    40 panel designs
    - 15 x Floors
    - 12 x Walls
    - 6 x Wall/Window Panels
    - 3 x Ceilings
    - 3 x Door Panels
    - 1 x Door/Window Panel

    Up to to 2048x2048 resolution.

    Optional use:
    Use Substance Player if you wish to output your desired material/color themes to bitmaps.

    Vol2ThumbCollage.jpg Win02Closeup.jpg Win03.jpg F07Closeup.jpg View attachment 143568





    Change Log:
    v1.4
    - Added checkbox for UBER shader use on Unity 5 sbsar's for Height compatiblity.
    - Enhanced Dirt effect to allow for Apolocalyptic style at higher Dirt range.
    - Packages updated for use with Unity 5.1.1, Alloy 3.2.3

    v1.3

    - Added 2 NEW Panel designs
    - NEW initial style theme
    - Skyshop versions added to work with Unity 5 (due to shader limitation two small emissive sections on Panels D04 and Win02 do not display as emissive)
    - Minor design enhancements to some existing Panel designs
    - Re-designed Dirt and Wear effects
    - Replaced sample scene with more basic setup including 3D models (Round Column, Rectangular Column, Ceiling, Floor and Wall planes UV'ed to fit Substances precisely.
    - Improved height outputs for Unity Std/Std(Spec) sbsars
    - sbsar folders have been renamed to avoid automatically overwriting previous versions
     
    Last edited: Nov 1, 2015
    Billy4184 likes this.
  2. hopeful

    hopeful

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    These look great at first, but as I look at them more closely they seem unexpectedly flat. It seems like the substances should be able to show greater depth on vents and other structures.

    If you are using a height map, shouldn't they pop more?
     
  3. artzfx

    artzfx

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    Thanks for the feedback and I agree with your comments about Height intensity. My Height intensity in the kit was limited as pushing too high introduced some unwanted behaviour. I believe I have now addressed it this.

    The below images show a before and after of a wall and floor panel I have applied the changes too. I will go through and update all the panels in both my kits to allow better use of the Height intensity.

    Appreciate your feedback.

    Before
    height1.jpg
    After
    height2.jpg
     
    Last edited: Nov 1, 2015
  4. hopeful

    hopeful

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    Cool! :)

    It's a bit hard for me to see the difference on the vent right now - maybe it will be clearer once the video is updated - but I can clearly see the difference with the glowing cylinders on the right. In the "before" pic there is a noticeable gap between the rightmost cylinder and the edging, while in the "after" pic the cylinder seems to be protruding and there is no longer a gap.

    The outer edges of the pale panels above also have more pop in the "after" version.
     
  5. artzfx

    artzfx

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    Thanks hopeful. I just changed the gunmetal material to chrome and threw a point light in to brighten the scene to make easier to see.

    EDIT: I also increased the height setting for screens below from 0.02 to 0.03

    height3.jpg height4.jpg
     
    Last edited: Nov 1, 2015
  6. hopeful

    hopeful

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    Ah! Changing to chrome was a good move in addition to the height. It makes the vent much more visually interesting, and the shiny hardware also goes great with the cylinders. :)

    I'm looking forward to seeing how this set (and the first one) improves with the height adjustment. I think it will make them both very appealing.
     
  7. hopeful

    hopeful

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    Oh, as a side note ... if this is set up for Alloy, that means it is also set up for Jove 2. Is that right?
     
  8. artzfx

    artzfx

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    Thanks very much. One of the advantages of the kits is one click changes to swap materials on different parts in real-time :).

    The recent images above are using Alloy 3. I recently purchased Jove and downloaded their output/packing requirements, but have yet to set up and play with it. This was on my list once I completed vol3 (props, stairs, ramps, rails, hangar supports etc). I also need to take a look at the new Unity 5 Skyshop shaders. Although Skyshop isn't PBR, I did adapt my first kit to work with Skyshop/Unity 4.
     
  9. hopeful

    hopeful

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    If you are inclined, I believe Jove has a beta version they're testing. Just ask @Aieth and you can try your demo scene using the beta.
     
  10. artzfx

    artzfx

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    Thanks hopeful, I already purchased JOVE about a month ago, however just haven't had time to try it out yet :(.

    I just submitted an update to the Asset Store with the recent changes I made to work better with the Height property. I also made two new video's and new screenshots you can see in my first post now.
     
  11. hopeful

    hopeful

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    Much better! But there are still a few things that come out a bit flat. Maybe you accidentally skipped them? Or maybe there is some other reason?

    Look at the floor in this shot. It seems a bit odd, doesn't it?

    I don't know what you can do to get it to pop more, but the flatness doesn't match the level or type of detailing, IMO.

     
  12. artzfx

    artzfx

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    Update 1.3 just approved by Asset Store. Update screenshots in first post.

    v1.3
    - Added 2 NEW Panel designs
    - NEW initial style theme
    - Skyshop versions added to work with Unity 5 (due to shader limitation two small emissive sections on Panels D04 and Win02 do not display as emissive)
    - Minor design enhancements to some existing Panel designs
    - Re-designed Dirt and Wear effects
    - Replaced sample scene with more basic setup including 3D models (Round Column, Rectangular Column, Ceiling, Floor and Wall planes UV'ed to fit Substances precisely.
    - Improved height outputs for Unity Std/Std(Spec) sbsars
    - sbsar folders have been renamed to avoid automatically overwriting previous versions.

    D03.png F13.png W01.png W05.png
    C01.png
     
    Last edited: Oct 8, 2015
  13. artzfx

    artzfx

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    For a coming minor update. I made another enhancement to the dirt affect for a more apocalyptic style when at full range. Below is a couple of samples with some graffiti (black/white decal masks) for effect, but you can drag n drop your own decal masks and colour pick to suit.

    I also tested my Substances with UBER. All outputs work automatically with UBER.

    The shots below were done with Unity 5.1.1 and Alloy 3.2.3

    Vol2_Apocalyptic.jpg
     
    hopeful likes this.
  14. artzfx

    artzfx

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    Screenshots added. C02.png F01.png F09.png W06.png W07.png
     
  15. artzfx

    artzfx

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    Over 40% off Xmas/New Year SALE!

    Pack reduced to $25.
     
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  16. hopeful

    hopeful

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    Hey there ... a quick question or two.

    On some of the wall panels there is a sub-panel. Like the one with the four power conditioners (or whatever they are, lol, featured in the 4th picture just above). Is it possible to grab just that sub-panel, or do you always need to use the full wall panel?

    And on a similar theme, is it easy to combine two separate sub-panel features?

    I figure these sorts of things could be done by baking out a texture or two and then editing in Gimp. Just wondering if it can be managed in an easier way, like by adjusting some offsets. :)
     
  17. artzfx

    artzfx

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    Hi hopeful,

    I'll have a think about it from my side and see if I can provide some type of feature. I can of course add and expose transform properties for each Substance, however that doesn't help you combine certain sub panels from multiple Substances without doing some UV work on your geometry.

    My initial thought would be for me to create a Master Substance in my pack that allowed you to select a couple of Substance Panels from the pack and provide a masking feature for the areas you require to build a new panel. There would have to be a limit on the number of panels input else the computation would kill the Unity Editor. You could however use the Master Substance in Substance Player and bake out your combined result to bitmaps then take back into Unity and set up as a Unity material.

    I'll give it some more thought and let you know the outcome.

    Neil.
     
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  18. hopeful

    hopeful

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    Sounds good. :)

    I don't mean to drive you crazy with it. If there's an easy way to do it, then great. But if there isn't, I think people can probably figure something out.

    I was just looking at the various panels you've got, and thinking ... this is a nice feature, and that's a nice feature ... I wonder if I could get just that one piece .... :)
     
  19. artzfx

    artzfx

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    All good, I like new challenges :)

    My initial play in Substance Designer shows promise and could be fairly user friendly. I am winding up a couple of projects currently, that have delayed me working on Volume 3. Once I get Volume 3 released I can look into this feature further.
     
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  20. artzfx

    artzfx

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    Sale ending soon!
     
  21. hopeful

    hopeful

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    I already picked it up. (Both of them, actually.) :)
     
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  22. artzfx

    artzfx

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    Cheers mate :)
     
  23. artzfx

    artzfx

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    Vol3Preview04.jpg Preview below, wip Volume 3, during UV'ing.
     
    Last edited: Jan 18, 2016
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  24. normand

    normand

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    Hey, I was ready to buy it, but i saw it at 25$ and not 45$. It writed then its 40 %off and normaly 45$. What do you mean?? If you make correction for 25$ I'll buy it. Reply me please. Sorry for my English. And Great job.
     
  25. artzfx

    artzfx

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    Hi normand,

    Apologises, Unity approved the change back to the usual price before I had time to update the forum thread titles sorry.
     
  26. normand

    normand

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    I thinked to buy both after the weeked and when I came back from vaccation the price change. So, I'll waiting for next years and probably get alloy because your work looks great.I try your free stuff and after applyed what you suggested in your video. The material now look AAA. Great job's.
     
  27. artzfx

    artzfx

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    Thanks for the kind feedback normand. I really like the Alloy shaders and the guys who make are really good to deal with. Can you send me a PM please.
     
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  28. artzfx

    artzfx

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    Vol.2 is on sale in "Level 11" this month.

    Also, below is a sneak peek of my upcoming CUSTOM (substance) Level Kit. This shot is a recent WIP testing some pieces. Still more pieces to be added. It is compatible with Vol.1 and Vol.2 substance packs already on the Asset Store. It is Low Poly, customisable and very modular. Hoping to release in coming weeks.

    the kit will be for use with FPS and Top Down scenes. It will also include ceilings and hangar girders.

    CustomKitWIP.jpg
     
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  29. clickmatch

    clickmatch

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    Do you have screens comparing how your stuff looks *without* alloy?
     
  30. artzfx

    artzfx

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    Hi clickmatch, yes certainly. Alloy shaders just provide a better punch from the Height map than Unity's. If you download the free Substance in my signature from the Asset Store, it has Unity 5 and Alloy versions in the package you can also compare. They are identical to what's in Vol1 and 2 packs. The WIP image above of my upcoming Level Kit is using Unity 5 Standard shader at 512 res in the default Unity scene.

    I have started building a demo scene for the Level Kit and posted a couple of progress http://forum.unity3d.com/threads/coming-soon-custom-pbr-modular-level-kit-scifi-industrial.403607/ that is using Unity Standard shader. These shots don't have any lighting, so are a bit flat, but will give you an idea of how they look in different conditions. The Substances in this kit are also identically built to my other packs.
     
    Last edited: May 19, 2016
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  31. artzfx

    artzfx

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    @clickmatch

    I just made two new identical scenes in Unity 5.3 using the default scene and no effects.

    The Alloy version is using POM for height map with same intensity 0.02 default setting as Unity shader version. It uses the Alloy deferred Shader and Alloy deferred Reflection under Graphic options. A Reflection Probe has been place center of room in indentical position and settings for both scenes.

    Unity 5 shaders below
    MyImageUnity.png

    Alloy 3 shaders below
    MyImageAlloy.png
     

    Attached Files:

    Last edited: May 22, 2016
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  32. artzfx

    artzfx

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    Here are the same scenes with a little lighting love, bloom, AO and material tweaks.

    This is where the Alloy POM shines through.


    Unity 5 shaders
    MyImageUnity2.png

    Alloy 3 shaders
    MyImageAlloy.png

    UBER shaders
    MyImageUBER.png
     
    Last edited: May 22, 2016
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  33. clickmatch

    clickmatch

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    Thank you the direct comparison really helps!
     
  34. hopeful

    hopeful

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    Can you pop up a version of the same shot using UBER?

    It's not important, just curious. :)
     
  35. artzfx

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    Hi hopeful, I'll try and do it sometime over the weekend.
     
    Last edited: May 22, 2016
  36. artzfx

    artzfx

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    @hopeful, I have created a UBER comparison and added to my post above.

    The Dirt and Wear sliders are all identical on each substance. Alloy provides a stronger Dirt/AO look than UBER and Unity shaders, however this is adjustable via the Substance Dirt slider. I also made use of POM for the UBER screens.

    Unfortunately I didn't keep the settings for the Substances from the default scene shots in my first screens above so can't post a comparison for that post sorry.
     
    Last edited: May 22, 2016
  37. hopeful

    hopeful

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    Thanks! :)

    That's an interesting comparison. My eyes are probably not the most attuned to differences between shaders, but the UBER pic looks a lot like the Unity pic to me, only slightly more reflective, and maybe a little "bloomier." The Alloy pic seems to be heavy on the AO, as you note.

    Maybe the best place in the demo pic to see these differences is in the oddly shadowed vent area in the upper right corner, below the ceiling light. As for the higher bloom, the middle ceiling light has a visible center line in the Unity pic and Alloy pic, but it's more bloomed out in the UBER pic. At the same time, the UBER shader shows more detail in the center line of the ceiling light to the far right, which is slightly less visible in the Unity pic.

    When looking at the reflections in the windows, the UBER version has much less detail than the Unity or Alloy versions, which seem nearly identical to each other. But if you are supposed to be able to look out of the leftmost window and see a skybox with stars, then UBER is the only one working correctly.
     
    Last edited: May 22, 2016
  38. artzfx

    artzfx

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    I would only view these as a quick snapshot. Both Alloy and UBER have a lot of great settings that I have barely used in these screens. Also with the Unity bloom and a screen AO effect thrown in, could be affecting the outcome.
     
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  39. Elzean

    Elzean

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    hi would you mind talking about your workflow a bit ? Are those entirely procedural or do you start with svg shapes ? Or even bitmaps ?

    Do you plan on selling the substance designer file at some point (or is it included already)?
     
  40. artzfx

    artzfx

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    Hi Elzean. I am just selling my designs at the moment, not my IP yet sorry. It was and still is a massive time investment to create these Substances and their process.

    Regarding their construction, the Substances in Vol1, Vol2 and my Free Substance are a hybrid construction of
    static (bitmap) design, procedural dirt/wear effects and dynamic materials/colours.

    Each panel was 3D modelled to produce the necessary maps for each Substance. In my upcoming Substance Modular Level Kit http://forum.unity3d.com/threads/coming-soon-custom-pbr-modular-level-kit-scifi-industrial.403607/ I have expanded to include tiling Substances for floors, ramps and stairs, such as diamond plate, grates and more in conjunction with new panels. I am halfway through creating the Alloy versions and need to finish the demo scene ready for submission.