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Getting asset sales

Discussion in 'General Discussion' started by Grimwolf, Sep 5, 2014.

  1. superpig

    superpig

    Drink more water! Unity Technologies

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    Yes you can. An SBSAR can have multiple materials defined within it, all using the same Substance but with different parameters. Look at the top of the Inspector with the SBSAR selected.
     
  2. Grimwolf

    Grimwolf

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    Aha, you're right, that's awesome.
    I'm pretty sure that was information I got straight from a tutorial, so that's messed up...
    Or maybe I read it and misunderstood exactly what was being said. I did have the misconception that materials were used independently of the substance, so it would make sense that I'd get that mixed up if it said something like "you need to duplicate the material".
     
  3. orb

    orb

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    I'm pretty sure substances haven't always had that option, but it's been there for a while now. You may be remembering old facts ;)

    Also remember to link resources in Substance Designer, not import :)
     
    Last edited: Sep 9, 2014
  4. Grimwolf

    Grimwolf

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    Wait, could you elaborate on the reason for that?
     
  5. orb

    orb

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    Linking references them for testing in Designer. Importing embeds them in the substance. It's better to have one substance that can use any of your textures, than a number which do nothing but repeat the same substance code.
     
  6. Grimwolf

    Grimwolf

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    I don't know if the textures double up at run-time when you embed them (the base textures embedded plus the final textures generated), or if it simply alters the textures already in there in order to leave the size the same.
    But if you simply linked them instead, you'd definitely end up with both the base textures and the final textures all together. I don't know in what manner the final textures are stored, but wouldn't that be less efficient? It'd also seem less organized having every material for every mesh crammed in the same substance, plus all the extra input textures lying around.
     
  7. orb

    orb

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    In Substance Designer a link is not an import. A link is a reference to a file, and when I do that I don't get the images embedded. This is usually what you want, except for special images that may be used for masks to manipulate the inputs. What the original poster has been doing is embedding textures in different instances of the same substance, which isn't necessary when you can live with *one* substance, external textures and just make it use multiple instances for different settings.
     
  8. Teo

    Teo

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    @Grimwolf Assets Store is over-saturated. You can find anything you want and don't. So, basically, you will have hard time to sell in such environments. I would suggest you to lower price, but I don't want like this idea, just look at iTunes and all $1 spam of everything. Probable in the end everything will be at $1 just for the reason to make sales.
     
  9. Ryiah

    Ryiah

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    The Asset Store is primarily over-saturated with low value assets. Assets like those provided by Manufactura K4 are much less commonly found. MK4's packs offer both a very affordable price and plenty of content for that price. Grimwolf's problem was primarily value but how he marketed the pack plays a role as well.

    His price for the asset was $20. Most of MK4's assets are $50 to $75. So Grimwolf was charging from one half to one third the price, but he wasn't really offering one half to one third the value.

    Procedural textures are neat but rocks are one of the last assets in a game that I would waste them on and the meshes he provided are more ideally suited for individual use rather than tiling to cover sections of terrain. So they're only going to be useful in some cases.

    Compare that to the packs I linked on the first page (both Rocks & Boulders packs by MK4). Both packs will be the same price on sale as Grimwolf's, but they offer meshes that can be used both for tiling and individual placement. This gives them much more value.

    Personally I think Grimwolf would almost be better off ditching the meshes and selling the textures by themselves.
     
  10. Grimwolf

    Grimwolf

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    Interesting idea... since the meshes are already made I could simply provide them for demo purposes. But if I did it right, I could make one substance that generates a texture purely from either a normal or a diffuse map, and a more basic one that requires nothing at all.

    I'm currently working on stylized hand-painted textures for the rocks (the same general idea as this).
    But if the rocks themselves are a bad idea and unlikely to sell well, I can see it being a bad idea to put in that much extra effort.
     
  11. Ryiah

    Ryiah

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    Most rock assets have a single basic texture. A few, like Manufactura K4's, might throw in some seasonal variation. A good quality substance, possibly with support for seasonal variations, might fare well.

    You could always throw in the meshes you've made under the guise of demo assets.
     
  12. Polywick-Studio

    Polywick-Studio

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  13. jtok4j

    jtok4j

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    Hi Grimwolf,

    As a fellow Asset-creator, hoping to release mine in the AssetStore (trying again for the 2nd time... trYING!) I took a quick look and noticed that the description starts out with the long, technically correct description of what this rock packs is/does. Cool, but...

    I have no clue what "procedurally-generated, substance-based " is/does, (even though I've heard the "terms") they mean nothing to me, (as a fairly new dev ) and didn't catch my attention. I'd suggest placing, at the very top of the description, a Shout-out simple line, to catch my attention... Something like: Make Your own Customized Rock designs QUICKLY or Use the many provided variations.

    This would make me think, "Hey, can I use this for my project or in the future?" because honestly, most of the assets I buy are not for my current project, but for a future one, 'cause I feel they're helpful.

    Hope you're getting some sales. Yeah, the price is a bit high, but only becuase of the intense competition in this "rocks" area. :D
     
  14. Ryiah

    Ryiah

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    Substances are procedurally generated materials created using Allegorithmic's Substance Designer. There are some free substances in the Asset Store if you want to see them in action.
     
    Last edited: Sep 11, 2014