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[InfinityPBR] Slime Pack PBR - Texture Customization | Full Audio | Concept Art

Discussion in 'Assets and Asset Store' started by infinitypbr, Mar 9, 2016.

  1. infinitypbr

    infinitypbr

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

    Part of PBR Monster Pack #2. Get Slime Pack PBR and the following and save...
    Bomber Bug Pack PBR | Flying Eye Pack PBR | Gelatinous Cube & Sphere Pack PBR

    Unity Asset Store - Preferred Method
    https://assetstore.unity.com/packages/top/assets/57835

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

    Download Mac Demo | Download Windows Demo
    Slime Pack PBR is similar to a classic RPG character (Dragon Warrior NES!!!), animated and ready for use in your game. While simple, the texture customizations allow for dozens of very unique slime looks, including Metal & Stone slimes!​


    Texture Customization
    Take control of the models, and make them match your project. Use the included Substance Painter source files to create custom textures in minutes, exported to work with Unity using a single click. Works with HDRP and non-HDRP projects!

    Of course if you don't have any interest in creating your own textures, I often ship my packs 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
    (Coming Soon)
    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 Slime 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.

    • Cannonball Attack
    • Die
    • Dodge
    • Got Hit
    • Idle
    • Idle Look
    • Move Backward
    • Move Forward
    • Resurrect
    • Spike Attack
    • Spit Attack


    YouTube Videos

    Demo for the Slime, featuring the Animations, Textures & Audio!

    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 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!


     
    Last edited: Apr 5, 2020
    LoDx, TonyLi, ivendar and 2 others like this.
  2. Archania

    Archania

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    Looking great! Awesome work
     
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  3. infinitypbr

    infinitypbr

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    Thanks! It's been submitted to the store for approval, and I put in a note asking to have it checked out before GDC next monday.
     
  4. boysenberry

    boysenberry

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    I can't wait to grab myself a copy, best looking slimes I've ever seen. It will really creep someone out to see one of those creeping through the grass after them. Great work!
     
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  5. infinitypbr

    infinitypbr

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    Thanks! I've always loved the slime idea ever since Dragon Warrior 1, which was also my first RPG :)
    I was surprised when I realized how many slimes are in the asset store already!!
     
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  6. ivendar

    ivendar

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    Nice work. I wonder a bit about slime in 2nd picture that looks different ? Is that a possible version or same slime with other animations ? Is that one without eyes and how would it look like if eyes are hidden ? Is the Brain part of the model removable ? Thank you :) Ah ok. Found it in video. Die animation.. mhm mhmh. ok :D
     
  7. infinitypbr

    infinitypbr

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    Yep, that's the dead slime in the 2nd photo :) Also opaque. The main procedural material, a substance file, has a slide for the body transparency, from 100% transparent to 100% opaque. Transparency is cool, but Unity doesn't like having multiple transparent things at once, so in many cases it won't work too well -- there'll be issues where the depth of each object won't be drawn correctly.

    [@ GDC next week I'll find out if there's any updates to this]

    The veins & brains are both separate meshes, so can be turned off. The eyeball is separate as well, but the slime wouldn't look right without it -- there'd be an empty eye socket.
     
  8. infinitypbr

    infinitypbr

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    @GDC -- looks like the asset store team won't be approving any assets this week cause of the event. So maybe next week!!
     
  9. infinitypbr

    infinitypbr

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    Last edited: Jun 30, 2016
  10. Ishizuke

    Ishizuke

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    Hello,

    I bought your slime package a couple days ago and really like the models and the amount of customization possible on the textures.

    However the models don't seem to work correctly with the animations. When checking the demo scene with several animations (like the attack animations) the model gets cuby. Especially when he gets down this is a problem. Do you know how to fix this?
     
  11. infinitypbr

    infinitypbr

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    Could you send screenshots and more info about the version of unity you're using? I really have no idea what could be happening based off of the description.
     
  12. Ishizuke

    Ishizuke

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    I am using Unity version 5.3.4f1 (64-bit).

    Below are two screenshots of the problem.
     

    Attached Files:

  13. infinitypbr

    infinitypbr

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    Huh that is strange and not at all right. I've brought the project into 5.3.4 as well (it was 5.1.1 before, but I'm updating all my models with new workflows, just haven't done this one yet since it was newer), and I'm unable to replicate this.

    Attached are the import settings for the slime model (under Assets/SFBayStudios/SFB Slime/x_Model), just in case something has changed there. It looks like you're running the demo scene? Loading up the demo scene there are some issues that were't there before for me, but nothing to do with the model so far -- the death animation looks proper.

    Is there anything else that you're doing before you see this effect that may help me replicate the problem?

    Thanks!!!

    slimeSettings.jpg
     
  14. infinitypbr

    infinitypbr

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    Sale Ending Soon!
    I've just submitted an update to asset store, and the price will be the normal price when the package is approved. I don't know when that'll happen, but when it does it'll automatically be active on the asset store. Could be a few days, could be a week, or more or less, I really don't know :)
     
  15. Ishizuke

    Ishizuke

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    Thanks for your response.

    The import settings are exactly the same. In a fresh project the slime models seem to be working fine. However when I import them in an existing project this problem arises. I imported the complete package. Do you have any idea what the problem could be?
     
  16. infinitypbr

    infinitypbr

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    Hmm. I've not seen that problem before, so I have no answers off the top of my head. Are there any differences in the project you've already created? It certainly sounds like something in the pre-existing project is causing the problem, since a fresh project works as intended.

    The screenshots you shared came from the demo scene right? Have you tried only importing the .fbx file for the slime? I always suggest you create the look you want in a new project anyway, so you can import those maps into your normal project. That way you'll only be importing the model and your maps that you want to use, just in case something in the demo is causing a conflict with your project.
     
  17. infinitypbr

    infinitypbr

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    Slime Pack PBR has been updated!
    (Part of PBR Monster Pack #2)
    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.

    The next update for PBR Monster Pack #2 will be an Audio upgrade for Bomber Bug Pack PBR (being submitted today, both the stand alone character plus the pack). So that's pretty cool.
     
    Last edited: Jun 30, 2016
  18. infinitypbr

    infinitypbr

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  19. infinitypbr

    infinitypbr

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  20. infinitypbr

    infinitypbr

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  21. infinitypbr

    infinitypbr

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    Slime Pack PBR now has full audio! Update is available at http://www.InfinityPBR.com tonight, and will be approved by the Asset Store hopefully within about 5 days.
     
  22. infinitypbr

    infinitypbr

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  23. infinitypbr

    infinitypbr

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    Slime Pack PBR now has music!

     
    boysenberry likes this.
  24. nin3ris3

    nin3ris3

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    first off great work love the slime :) but I'm using unreal 4 and just grabbed this to see if i could get it working in unreal i was wondering how you got the mushroom to work on both platforms, i know how to export the fbx from unity but it gives me some skeleton issues and i assume the animations work the same, if i have the full animation strip i can cut the parts i need. can you help me out a bit? in the mean time i will continue attempting to pull it over, ps i bought the slime pack from your website not the unity store.
    contact: nin3ris3@gmail.com
     
  25. infinitypbr

    infinitypbr

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    Hey there!

    Not really sure -- Unreal isn't something I know very well at all. The slime, unfortunately, was animated by a guy who went MIA shortly after, and so I don't have the original animation files. However, I'd expect it to work like the rest.

    In Unreal, I believe you can import the .fbx multiple times - one for each animation? And once for the mesh, and once for the skeleton?

    I may be totally off on this, though.
     
  26. infinitypbr

    infinitypbr

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  27. asimov99

    asimov99

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    Hi, it's possible to change the form of the blob ? ovale, cube, etc... ? randomize ?
    Mesh Morphing is stillComing Soon ?
    Thanks :)
     
  28. infinitypbr

    infinitypbr

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    Hi!

    It doesn't have those options, no -- likely to do that would require completely new animations etc as well. The Gelatinous Cube/Sphere could be used though, if you make them smaller -- they can't "morph" but a clever particle effect could allow you to switch between the bodies, which would give the same effect. (Both are in Monster Pack 2 -- there's a discount if you've already purchased one of the packs)

    The Gelatinous Cube & Sphere have more mesh morphing options.