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[Infinity Series] Plant Monster Pack PBR | SoundFX, Mesh Morphing, Concept Art, Customization, Music

Discussion in 'Assets and Asset Store' started by infinitypbr, May 23, 2016.

  1. infinitypbr

    infinitypbr

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    Sign Up @ InfinityPBR.com and Get Your First Pack for $35!

    Texture Customization | Mesh Morphing | Sound Effects | Concept Art | Re-Mixable Custom Music

    Part of PBR Monster Pack #1. Get Plant Monster Pack PBR and the following and save...
    Mushroom Monster PBR | Giant Worm PBR | Rock Monster PBR Pack

    Unity Asset Store
    https://www.assetstore.unity3d.com/en/#!/content/63484

    InfinityPBR.com
    https://www.InfinityPBR.com/?pack=plantMonster

    Plant Monster Pack PBR is a fanciful character perfect for Fantasy & RPG games. The animations are fluid and realistic, and the customization options are spectacular. Beyond customizing every aspect of the texture, you can create many "levels" of Plant Monster by turning off some of the sub-meshes, like the leaves, thorns, flowers or vines.​


    Texture Customization
    In the past, a packge would come with a handful of texture sets, usually just a few color variations. I provide you the tools to customize the textures using Substances. In the Inspector, use sliders to adjust the Hue, Saturation, Contrast, Lightness, Roughness & more. Each part of the texture is broken into seprate categories, so you can easily modify one without touching the rest. You can even replace the entire base mateiral with something else. That means if something is leather, and you want it to be metal, you can do that.

    The editor scripts and tools I provide make it easy to copy changes in one section to all the other sections, and then export the finished texture maps with a single click, automatically populating a new Standard Shader material.

    Of course if you don't have any interest in creating your own textures, I do ship the pack with multiple texture options that are ready to be used out of the box. If you sign up at InfinityPBR.com there may be more downloads availalbe for free.


    Mesh Morphing
    Blend Shapes give you the power to change the physical mesh of the model, often creating characters that look very different from the default. Our editor script will expose specific Blend Shapes in the Inspector, with sliders to change the values. You can even code the changes. That means your players can customize the mesh of their character, or spawned enemies can be given random values so each is different from the next.


    Sound Effects
    We include sound effects to go with the animations. These are created by sound designers specifically for Plant Monster Pack PBR, often using practical foley recordings. We often include variations, so each time the sound is triggered, a script will randomly choose one of the variations to play. And sometimes we include multiple layers of audio, so you can mix and match and create the right effect for your game.

    The included script makes it easy to play clips & loops called via Aniamtion Events or other trigger methods. Options include multiple clips (randomly chosen), volume levels & modifications for volume by velocity, as well as the ability to play clips only some of the time. This way, for example, enemies can grunt during their idle loop, but only as often as you want them to.

    Re-Mixable Custom Music
    A composer has creates original tracks to accompany these packs. Some tracks are more like Theme Music, while others are more Ambient, or anywhere in between. Music is always included in layers. Each stem, often a single instrument, can be used in the Unity Audio Mixer so you can create your own mixes. The Demo scene will include a selection of Snapshots ready to be used, as well as scripts showing how you can modify the sound during gameplay.

    The music can now adapt to your game. Fade to another snapshot based on in-game variables such as Player Health, Time Remaining or whether the game is Paused or not. While a Composers Mix is always included if you do not want to mix your own tracks, we urge you to try it out. The power you have is insane.

    This video showcases 20 second clips from each of the included game-ready mixes. You can create your own mixes quickly and easily, and export them into .wav files with a single click!


    Concept Art
    You know what often separates the AAA studios from you? Their advertising channels are full of concept art, and yours isn't. As far as I know, there are no other Asset Store packages that include Concept Art. Using this, you can populate your website, Steam page, Facebook feed, Twitter, with compelling artwork to excite your fans before you have a game to show.

    At least 3 images are provided in both PNG & Photoshop format. The Photoshop files are layered, so you can turn on/off body parts and armor whenever possible, or modify the color or look for some layers but not others. These images are ultra high resolution.


    Animations
    Realistic animations are important. I don't know about you, but when I swing a bat real hard, my whole body moves. So if a character swings their sword, I think their whole body should move too. The world they live in may be fantasy, but we work to make sure that the perceived physics of the animations are realistic and highly detailed, including facial & wardrobe animation when possible.

    • Attack 1
    • Attack 2
    • Cast 1
    • Death
    • Got Hit
    • Idle
    • Idle Break
    • Monster To Plant
    • Plant Mode Idle
    • Plant To Monster
    • Walk Backward
    • Walk Forward


    YouTube Videos

    This demo scene includes most of the features: Animation with sound effects, textures, mesh morphing & now music as well!

    About Infinity PBR
    I made a 30+ hour RPG using all Asset Store artwork. Without the Asset Store, that would have been impossible, and I am forever grateful for the artists who published their work. But I wanted more. I wanted more than just a few texture types. I wanted audio specific to the animations -- and I wanted animations that were realistic. I wanted the ability to change the look of my creatures, and dress my characters in a variety of clothing. And I wanted all of that wardrobe to be itself customizable. I wanted high quality PBR mateirials.

    Infinty PBR includes work from over a dozen artists, each specializing in their specific area.

    My goal is to provide you with packages that are more than what you've ever been exposed to before. Concept Art to help you market your work, Mesh Morphing & Texture Customization to keep things exciting in your game while also helping differentiate your game from others who use the same Asset Store packs. Animations & Sound Effects that feel real and bring characters to life. Music that can be adapted to fit the mood of your game, your scene, and your players.

    If you think what I'm doing is valuable, I urge you to subscribe to all of my work. You can sign up at InfinityPBR.com, and you can choose to get all new characters for just $30, the day they're released. You'll also get to vote on what we work on next, and even add your own ideas to the vote list. You get a huge discount, often over 50%, and I get a budget to work with. If enough of you sign up, I'll not only be able to continue making more character & environment packs, but I'll be able to contract with more high quality artists to produce everything faster, add more animations, more wardrobe and all that. Thank you for your support!


    Unity Asset Store
    https://www.assetstore.unity3d.com/en/#!/content/63484

    InfinityPBR.com
    https://www.InfinityPBR.com/?pack=plantMonster
    Sign Up @ InfinityPBR.com and Get Your First Pack for $35!
     
    Last edited: Mar 5, 2017
  2. infinitypbr

    infinitypbr

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  3. infinitypbr

    infinitypbr

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  4. Gozdek

    Gozdek

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    Nice
     
    infinitypbr likes this.
  5. StevenPicard

    StevenPicard

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    These are awesome!
     
    infinitypbr likes this.
  6. infinitypbr

    infinitypbr

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  7. StevenPicard

    StevenPicard

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    I got your Dungeon+ Pack PBR. Looked too good to pass up but based on all the other cool assets you've created it looks like your plotting to make me poor. :)
     
    infinitypbr likes this.
  8. infinitypbr

    infinitypbr

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    Only until you release a game that makes you filthy rich!
     
  9. infinitypbr

    infinitypbr

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    I'm also testing a new audio designer with this package. He's creating custom audio to match the animations. When finished, they'll be included in the package (and I"ll have to re-do the video!) If it works out, then I'll hopefully work with him on audio for all of my packages.
     
  10. dogzerx2

    dogzerx2

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    This is insanely good!
     
    infinitypbr likes this.
  11. infinitypbr

    infinitypbr

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    I'm submitting an update today that'll include two new cool things!

    1. AUDIO! I decided to see about putting audio into all of my packages, and the Plant Monster is the first one. Let me know what you think! (PBR Monster Pack #1 will also be updated)

    2. Mass Export script. This is huge, really. With a single click you'll be able to export all the Procedural Materials into game-ready Standard Shader materials, very organized with names you choose. You can even opt to share maps (Normal, AO etc) with previous exports, so if you only change the color of a character, you can save on disk space and RAM use in game!
     
    Last edited: Jan 28, 2017
  12. Killersan

    Killersan

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    Audio is what I'm looking for, Dragons mostly but other Monsters too.
     
    infinitypbr likes this.
  13. infinitypbr

    infinitypbr

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    Awesome, let me know what you think of this audio. The designer is working on another character now (Bomber Bug), and if things work out he'll do all the characters, including the Dragon . (But I'm holding off on the Dragon, figuring things get better over time and want to save the 'big' stuff for once he and I are really solid on the sound design)
     
  14. Killersan

    Killersan

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    Nice to hear it. I have almost all of Your assets (except one) they are top notch and sound would be very nice addition to monsters and complete them nicely.
     
  15. infinitypbr

    infinitypbr

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    Plant Monster Pack PBR has been updated!
    (Part of PBR Monster Pack #3)
    1. "Copy This To That", an editor script ready to be used in a new "Texture Creation" scene, allows you to copy the settings from any one section to the other sections on the same or other materials. Rather than updating the changes to each section by hand, you can now update a single section, and copy that to all the others with one click.

    2. "Mass Exporter" script, along with a Single Exporter script, make it easy to export the customized materials directly into Standard Shader Materials, 100% game ready, with a single click. Advanced features include the ability to share un-changed texture maps from one material to another, so materials that only change the color, will only use a single new map, rather than 4!


    * This is actually a pretty important update. I suggest you check it out, as it'll save a TON of time over the previous version.
     
    Last edited: Jun 30, 2016
  16. infinitypbr

    infinitypbr

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    Latest demo video is below. The update adds BLEND SHAPES!

    What are Blend Shapes? They allow you to morph the physical mesh of the model. Using over a dozen exposed shapes -- sliders in the inspector -- you can massively change the look of the plant. Save the results as prefabs or code it during your game for customization or randomization. This is a big deal :)
     
    Last edited: Jan 28, 2017
  17. infinitypbr

    infinitypbr

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  18. infinitypbr

    infinitypbr

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    Concept art is now available for download at http://www.InfinityPBR.com

    These three images are each layered for more customization, and come in both photoshop and png format, so you can change the colors of the particles, the parts or the main plant!

     
    JBR-games likes this.
  19. infinitypbr

    infinitypbr

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    dogzerx2 likes this.
  20. infinitypbr

    infinitypbr

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    Here's the demo scene -- skip to about half way through for examples of what you can do with the music.

     
  21. infinitypbr

    infinitypbr

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    Here's a video showcasing the 10 includes mixes of the track "Forest of Forgotten Souls". You can create your own mixes using the Unity Audio Mixer (included in the demo scene), and export them with a single click!

     
  22. castor76

    castor76

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    I love your approach of mesh morphing on parts but i have concern about increased drawcall. Can you eleborate on this ?
     
  23. infinitypbr

    infinitypbr

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    From what we gather, there is zero or near zero effect with using the blend shapes. Depending on how you implement them, there could be some slight overhead when adjusting, but it likely isn't much
     
  24. castor76

    castor76

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    Ok, What I meant was that how fragmented your character into different objects? If you have all different parts of the character as separate objects due to implementing blend shapes isn't it going to cause the overall draw call to increase?

    I think you can still make blend shapes for different parts based on single skinned mesh , so I would like to know if your model is fragmented a lot or just enough to enable toggling of the models that can be hidden etc.

    So for instance , the stone monster. It has a lots of different parts all around the body with blend shapes applied to all over the body so are they separate objects or single skinned mesh ( except the spikes on the back since it can be toggled off )?

    I was not asking about the actual blend shape causing performance hits but rather the way the blend shapes are implemented in the model to cause the draw call increase.

    Not sure if I have explained clearly thou.. :D
     
  25. infinitypbr

    infinitypbr

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    The Rock Monster is a two meshes, so two draws call if I'm not mistaken(?), even though it's made up of many small stones, and even with the full blend shapes. The three spikes on the top of his head is a sub-mesh, allowing it to be turned off.

    The blend shapes don't add anything to the mesh count or anything like that. It's the same technique more often used to animate characters with blendshapes instead of bones, but we don't animated them, and instead the script I wrote can control them at run time or in the editor . Many of the characters also have animated shapes, if you look @ the skinned mesh renderer components.