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Assets [Infinity Series] Works-In-Progress Mega Thread

Discussion in 'Works In Progress' started by infinitypbr, Jun 2, 2016.

  1. Crystabel

    Crystabel

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    Hi! I came across your assets the other day and I am so impressed with the amount of customization available. My son and I are creating an RPG and it was feeling pretty overwhelming to us in the 3d models department. We purchased your skeleton pack, and liked it so much that I then signed up for your subscription + bonus. So yeah, now i'm really excited for new releases because i seriously need those weapons packs, LOL. :)
    The caves pack sounds really cool, looking forward to that! From your wish list i like the idea of sprites, giant rats, centaurs. I'd love to see some wolves in the future, ranging from ice wolf to hellhound. You have a great selection so far and I'm definitely using at least 14 asset packs, and more if they fit the enemies we've already created. I may even switch out some of our planned mobs for assets you already have.
    Great work! Looking forward to seeing what's coming up next. :)
     
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  2. infinitypbr

    infinitypbr

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    Glad to hear it! I'm always happy to hear that someone appreciates the customization the way I do!! :D

    Generally I'm not the fastest to release new stuff, but I'm always trying to get to a really nice cadence of at least 1 new character a month, if not more. Some months I'm able to get a bunch out back to back, but other times, like right now, there are dry spells.
     
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  3. infinitypbr

    infinitypbr

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    Also, I'd love to see your game when you're ready to show WIPs!
     
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  4. Crowvyn

    Crowvyn

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    I'd love to use your work for our project. Is everything HDRP ready? I saw that the armor pack is HDRP ready but not the human characters? And just to make sure: before you are done with rigging, the armor pack won't be usable with the human characters in it's current state right?
     
  5. infinitypbr

    infinitypbr

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    They're all HDRP ready, even those that don't say it, in the sense that the maps will work just fine in HDRP. They don't use any HDRP specific features, but basically they all work just fine. The ones that specifically say HDRP simply have a .unitypackage file included with HDRP versions of the materials, so you don't have to set those up yourself. But you can :D

    Here's a bunch of models in the Book of the Dead, back from over a year ago now:

     
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  6. Crowvyn

    Crowvyn

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    AWESOME! I somehow missed that video before.

    Well, can't wait for rigged armor :)
     
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  7. infinitypbr

    infinitypbr

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    Still working on cool characters... Animation is the bottle neck at the moment.

    Screen Shot 2019-09-03 at 4.09.25 PM.png
     
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  8. CamelCase01

    CamelCase01

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    Can I convince you to make your assets UMA-compatible?

    As I understand it, right now you're adding blend shapes to each piece of clothing to match the different body shapes. So with 3 races out, you have to handle 6 different base models (male and female), add all relevant blend shapes and prevent clipping.

    UMA modifies the bones instead of using blend shapes, meaning you're all set up after rigging without having to make any blendshapes and since you can hide the underlying body mesh, you don't have to worry about any clipping.
    It also supports adding extra bones for certain equipment, so adding extra bones for a ponytail or a sword or such can be done on the fly.
    While it would take a while to modify your existing models, in the long run you would probably save a lot of time.

    For us buyers it would be very handy to have compatibility out of the box with other assets like LipSync Pro or other UMA assets and improved performance thanks to baked textures and meshes. And who doesn't want to see a fish man with human armor?

    Edit so there are no misunderstandings: One can and should of course add blend shapes for facial expressions and such.
     
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  9. infinitypbr

    infinitypbr

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    I would like my stuff to support UMA. We've tried in the past to do so, but had no idea how to get it to work. Unfortunately the docs that I had at the time for UMA went over my head. I'm not sure what it would take to get it to work.
     
  10. psistalk

    psistalk

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  11. CamelCase01

    CamelCase01

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    Secret Anorak's videos are really useful and up-to-date (except for the DNA?), as far as I can see. There are also two PDFs in the UMA folder (UMA Documentation and UMAContentCreation) which one should read and there is the official thread in this forum.
    In your case I would definitely get in contact with @Jaimi too.

    I played around a bit with UMA for the last few weeks, here is a general idea what would have to be done:
    • Delete most blend shapes, exceptions are facial animations and other dynamically used blend shapes (you could replace them too, but then you have to worry about the UMA Power Tools)
    • Add child bones to the skeleton and rig the mesh only to those bones, these will replace the blend shapes. Note the required 'Global' and 'Position' bones.
    • Correctly import the models into Unity (really read the pdf files, the orientation is important)
    • Use the Slot Builder which essentially creates "UMA prefabs", create the Overlays ("UMA textures"), the DNAs ("UMA blend shapes") and connect them all using Race Data and Text Recipe.

    Especially the first three steps would propably take a lot of time, especially if you target compatibility with other assets. Almost certainly there are more steps I didn't consider since I didn't dive that deep into UMA.
    But you would propably save this time when you add more armor options, so I hope you have a look into it when you're working on those.
     
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  12. Crystabel

    Crystabel

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    Not sure if here is where i put this question? I clicked on Support from your site but I get a Unity Forum Error Page.
    Also, my Unity exp is almost nil. My son is the programmer, I'm doing the design stuff so this may just be complete ignorance on my part.
    Is there a way to name the files themselves with a descriptor in the mass exporter? For example, I'm working in the weapons scenes, Spears & Staffs, and I make them all ice & stone textured. Now when I mass export, I can group name them in exporter, and I get the ice & stone folder in exported materials. But the files themselves have the same name as the files in the game ready folders. It's still called Spear003. So I am adding -Ice&Stone to the end of each file. Sample: tex_Spear003-Ice&Stone. Spear003-Ice&Stone. Can that be done somewhere in the exporter? And I guess the bigger question, is it even necessary at all? I'm just assuming I need names that are different. (the way you added 'alt' to the axes in the tutorial video)
    Seriously, I love the customizing! I'm having so much fun with all of the weapons. Thanks!!
    AxeIce&Stone.jpg Spears&StaffsIce&Stone.jpg
     
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  13. infinitypbr

    infinitypbr

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    I don't think there is, without writing more code in the exporter. An editor script could be written to add the parent folder name as a prefix or suffix to the name of anything in it, that would make renaming the files a bit easier, if you're doing a lot.

    Otherwise, it really depends on your preference -- that is, keeping the textures a child of the correctly named folder could suffice, but is a preference thing.
     
  14. Crystabel

    Crystabel

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    Ok, thanks!
     
  15. infinitypbr

    infinitypbr

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    We tried to do that before -- I pay the people I work with, so unfortunately it was money not well spent as we got no where :)

    Right now I don't actually make much money, and I'm not sure I'd make much more if these were UMA -- the investment is a lot for what I see as a risky endeavor.

    I just can't spend the $$$ for it.
     
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