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[InfinityPBR] Weeper Pack PBR - Customization, Morphing, Concept Art, Music, SFX & Source Files

Discussion in 'Assets and Asset Store' started by infinitypbr, Oct 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 | Source Files

    Unity Asset Store
    https://www.assetstore.unity3d.com/en/#!/content/74548

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

    Based on the classic "Weeper Statue" you may find in old cemeteries, the Weeper is a character intended to be used to frighten players. [Personally, I'd love to see him turn into a statue whenever a player looked at him in VR...just like Dr. Who!]

    He comes with some more unique features: Statue poses & Marble/Stone/Metal base textures, as well as a custom shader with a flow mapped normal (also customizable itself) to give an effect of shadows flowing across the textures.​


    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 Weeper 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.

    • Cast 1
    • Cast 2 Loop
    • Cast 3
    • Cast 4 Loop
    • Death
    • Dodge
    • Got Hit
    • Idle
    • Idle Break
    • Statue 1
    • Statue 2
    • Statue 3
    • Taunt
    • Turn Left
    • Turn Right
    • Walk
    • Walk Backward
    • Walk Backward (No Legs)

    Custom Shader
    The Weeper features a custom shader (made in Shader Forge, if you'd like to check it out or modify it), which adds a flow mapped normal blend on top of the base normal map. The end effect is a sort of flowing normal map over the entire model.


    Source Files
    Substance Painter | Substance Designer
    Whenever possible, Substance Painter project files are included so those who knwo the program can drastically re-texture the models. In some cases, re-textureing may be more difficult due to limitations in Painter or because the original texture was not created in Painter.

    All of our Customizable Textures are created in Substance Painter. If you'd like, you can go into the source file and learn how we did it, or tweak settings to better suit your needs.

    Please note: Source Files do not give you license to share or sell the animations or textures you create. If you're a highly skilled artist and interesetd in sharing or selling your work to the InfinityPBR community as add-on packages, please contact me.

    YouTube Videos

    This is the Demo Scene for the Weeper. I show the Flow Mapped shader, as well as the Animations, included Textures & Blend Shape options.

    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/74548

    InfinityPBR.com
    https://www.InfinityPBR.com/?pack=weeper
    Sign Up @ InfinityPBR.com and Get Your First Pack for $35!
     
    Last edited: May 4, 2017
  2. infinitypbr

    infinitypbr

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    Here's the demo scene!

     
  3. TeagansDad

    TeagansDad

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    Very nice! I've been waiting for this one.
     
    infinitypbr likes this.
  4. infinitypbr

    infinitypbr

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  5. infinitypbr

    infinitypbr

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    Concept Art is now available for download from http://www.InfinityPBR.com!

    These are ultra high resolution images in layered photoshop and fixed png format! You can turn off the hands, head, hood & more, adjust the colors and what not, and basically make it your own. Use the concept art on your website, your steam green light page, and any other advertising material.

     
    TeagansDad likes this.
  6. Cybit

    Cybit

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    Hello, dying to get the concept art for this character and would love to get my hands on the PDF file for it as well. Any Idea's how I might get these two files. The links on your web site for those aren't working.
     
    infinitypbr likes this.
  7. infinitypbr

    infinitypbr

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    Whoops. Instructions should be: https://www.infinitypbr.com/weeper/SFB_Weeper_Instructions.pdf

    The concept art was uploaded a little over an hour ago -- is it still not working?
     
  8. Cybit

    Cybit

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    Sep 17, 2016
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    Yeap it works, had a blonde moment. Helps if I'm logged in.
     
    infinitypbr likes this.
  9. RonnyDance

    RonnyDance

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    I really like the Weeper. It's perfect for cementaries or as you already said as a statue which will come alive if you turn back on it. But one question:
    In the concept art the face of the weeper is clearly an undead skull something like that with eye holes and a mouth.
    But in the videos and screenshots the final weeper always has bandages around the face and seems more like a mummy or something like that. You don't see eye holes or a mouth. Why did you change that? The weeper in the concept art really looks like the Death himself and is much more terrifiyng.

    I would also love to make the face just black like the black riders in the "Lord of The Rings" Movie so they don't have really a face. Perhaps thats already possible...

    Cheers
    Ronny
     
    Last edited: Jan 2, 2017
  10. TeagansDad

    TeagansDad

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    @RonnyDance - you can hide the face altogether to get that ringwraith look.
     
    infinitypbr and RonnyDance like this.
  11. infinitypbr

    infinitypbr

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    As @TeagansDad said, you can turn off the head (and the hands too) to make it appear like there is nothing under the cowl. And you could also adjust the texture of the head to make it darker too, if that suits the purposes better.

    For the Concept Art, I want that aspect to appear as if it may have been done before the character was created. So I give the artist freedom to do whatever she feels is accurate. I think one (maybe two?) of them have bandages on the face. But the end result would be something like "This is what the concept artist drew, and we decided to go with a bandaged look."
     
    TeagansDad likes this.
  12. chuckyluv869

    chuckyluv869

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    I love the way this looks. I was thinking about purchasing this asset but the character concept I have in not that otherworldly and would need feet. Are there any plans to include fee as an option for this character?
     
  13. infinitypbr

    infinitypbr

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    Probably not -- I do plan on making a ghost character which may fit the bill? That's not te being made though.
     
  14. Enoch

    Enoch

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    Mar 19, 2013
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    Just got this,
    I am loving this asset, but no sounds for this one. Is that on the way eventually?

    Also I love the substances for this one, however I am having an issue. I usually complain about the locked pixel size output but thankfully this one it prefect. It does have an issue with file size. Each substance is 70+mb !!!??!?! I am pretty sure this is because you are are using full size 2048x2048 tgas as some of the source input for this. Is it possible to get this down by using pngs for those source files as opposed to tgas?

    I would love the ability to generate a brand new random weeper mob on every level load. The generation time isn't too bad if I stick to 1024. Do you think there is anyway you can give me the raw substance designer sbs file so I can optimize it myself?
     
  15. infinitypbr

    infinitypbr

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    Sound will come at some point -- I try to stick with the same designer for the sounds, so that they all have as similar a feeling as possible. The backlog is being worked on - -I didn't start adding sounds until last summer.

    The substances are large because of the included maps. However, I didn't intend for them to be used in the game itself, as they're HUGE and likely will crash slower systems. I had been thinking about including the substance files as a download from my site. I actually approached Wes from Allegorithmic, and the asset store team as well, about having a featured category for models that do include the substance files allowing more in depth customization and, potentially, completely re-doing the textures.

    And then today, the 24 hour sale is a space ship that includes the substance painter file.

    So I think there's something there. I'll look into adding that as a download on my site. Bear with me while I figure it out.
     
    Enoch likes this.
  16. Enoch

    Enoch

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    This would be fantastic. I would love this for other stuff too (the dungeon asset comes to mind). I am positive I could get a version of that designer file optimised enough to use at runtime. I might have to hard set certain options to limit scope but I am certain I could tweak it to get a runtime version out of it.

    Thanks for looking at this.
     
  17. infinitypbr

    infinitypbr

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    Yeah, getting the smaller changes like color or roughness is simple :)
     
  18. Censureret

    Censureret

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    Hey SFB.

    I just bought this package however I cant seem to find the Save as prefab button that you showed in your demo scene. (which means I'm unable to customize the character) Can you help me? Also if you could do a video tutorial on the quick setup I would be very happy!

    Other than that great model and as soon as I've fixed these things up I'm gonna leave a review on the unity asset store
     
    infinitypbr likes this.
  19. infinitypbr

    infinitypbr

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    That button may have been removed, as I decided it was not at all the best way to customize the character.

    Instead, use the "Texture Customization" scene, and when you like what you've got, you can simply drag the character into your project area to create a new prefab. For blend shapes, you can also use the "Export Preset File" button in the Blendshapes area of the inspector to save the shape values, without saving multiple prefabs.
     
  20. infinitypbr

    infinitypbr

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  21. steeloblk

    steeloblk

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    Dec 27, 2014
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    Hi,

    I'd like to echo the comment by @Censureret.

    A video tutorial on set up, changing colors etc,,,,,would be extremely helpful. The current video is a little misleading as it is only for demo purposes.
     
  22. infinitypbr

    infinitypbr

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    This may help, start at 2:40 --
     
  23. steeloblk

    steeloblk

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    Dec 27, 2014
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    Thanks for the video.

    Ive been playing around with the demo (weeper) when I change the color to red, the robe changes to red but the cowl changes to a gray/ green looking color. Was that the intended affect? If so how was that accomplished... It looks like the same red material is used in the inspector for both?

    Also on the cowl, the pattern trim, how do I change the color of this part of the model?

    thanks
     
  24. infinitypbr

    infinitypbr

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    The clothing is separated into Robes, RobesTop, Hood, HoodDesign. You'll want to adjust the RobesTop & Hood as well -- Hood Design is the trim.

    However, if you click the "CT2T - Robes/Hood" object, and then click "Copy All Actions", the settings for Robes will be copied to RobesTop & Hood, while the settings for Head will be copied to Hands. There aren't too many sections here, so it's not a huge time saver compared with models where dozens of sections will be copied at once. It should save you a bit of time if you want the cowl & the shoulder piece to match the robes.
     
  25. taralees

    taralees

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    Hello...
    Ok Once I get my Weeper where I want it how do I get the Prefab so I can put my Weeper into my Project ?

    Thanks
     
  26. taralees

    taralees

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    Do you have a Tutorial ( Weeper for Dummies Start to Finish...)

    I am in Need...
     
  27. infinitypbr

    infinitypbr

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    Hey there! I hope this helps:

     
  28. taralees

    taralees

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    Thank you so much for the Help..... :)
     
    infinitypbr likes this.
  29. taralees

    taralees

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    In the Video I did not see how to Export the Model out to Unity ..Did I miss something ....?
     
  30. infinitypbr

    infinitypbr

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    I'm not sure what you're asking. The model is already in Unity. If you're trying to make another prefab, just drag the model from the Hierarchy to the Project, and a new Prefab will be created.
     
  31. taralees

    taralees

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    Awesome - O ok thank you
     
  32. pccross

    pccross

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    Bought the PBR Pack #3, and really enjoying it.
    I inserted Weeper in one of my scenes, and everything seemed to be normal. However when I go to build, getting a lot of fatal errors (see below). Any thoughts?

    Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs(79,4): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs Line: 79)

    Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs(118,5): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs Line: 118)

    Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs(123,3): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs Line: 123)

    Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs(153,3): error CS0103: The name `AssetDatabase' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Clip Combiner/SFB_AudioClipArrayCombiner.cs Line: 153)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(104,25): error CS0103: The name `AssetDatabase' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 104)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(108,26): error CS0103: The name `AssetDatabase' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 108)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(112,57): error CS0103: The name `AssetDatabase' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 112)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(118,35): error CS0103: The name `AssetDatabase' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 118)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(195,4): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 195)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(244,4): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 244)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(247,4): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 247)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(310,3): error CS0103: The name `AssetDatabase' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 310)

    Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs(313,4): error CS0103: The name `EditorUtility' does not exist in the current context

    (Filename: Assets/SFBayStudios/SFB Audio Snapshot Exporter/SFB_AudioSnapshotExporter.cs Line: 313)

    DisplayProgressNotification: Build Failed
    Error building Player because scripts had compiler errors
     
  33. Firlefanz73

    Firlefanz73

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    Hello,

    I also bought PBR Pack #3, is this Unity 2018.1 compatible already?

    Thanks a lot :)
     
  34. infinitypbr

    infinitypbr

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    Yes, it is -- The Audio Snapshot Exporter and Clip Combiner files and folders are only required if you're combining audio clips or exporting custom music, both of which aren't meant for run time. Moving those to a folder called "Editor" should fix the compilation error, or removing them entirely.

    I actually fixed this but seemed to have not copied the fixed files from other projects (Which use the same shared files) to this project.

    This will update the two files: http://infinitypbr.com/files/EditorUpdates.unitypackage
     
    Firlefanz73 likes this.
  35. Firlefanz73

    Firlefanz73

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    Great, thanks :)
     
  36. pccross

    pccross

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    Jun 20, 2015
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    Appreciate quick response.

    Another question, did the directory structure change for this asset?
    I was looking at the Quickstart guide:
    https://www.infinitypbr.com/weeper/SFB_Weeper_Instructions.pdf

    Inside Section 2, it states:
    "Select the main Procedural Material in the inspector. Assets/SFBayStudios/SFB Weeper/Procedural Materials/SFBv#_Weeper"
    However, I don't see that directory anywhere. I searched for 'Procedural Materials' in Asset, and just not finding it.

    Am I using an outdated QuickStart guide?
     
  37. infinitypbr

    infinitypbr

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    Ah yes, I may have missed removing it. I stopped using those a while back because they became tedious to update.

    The procedural materials are now found in the customizable files you can download from InfinityPBR.com -- since Unity 2017 and 2018 handle .sbsar files differently (Substance Designer files), and since the customizable portions of the assets take up so much space, some of the characters wouldn't fit on the asset store, I've moved them all to my site.

    You can register using the invoice from the Asset Store receipt, and download immediately. If you do customize materials with the .sbsar files, I suggest doing so in a new project, rather than your main game project, as Unity likes to rebuild the files a lot and it can get quite annoying in your main project. The .sbsar files are not meant for run time.

    Here are the latest videos I have on customizing textures:






    This one should be mostly accurate too, for the bulk of it, the actual customization parts: