2018.x SBSAR Files (Will Be Fixed At Some Point...)
.sbsar files won't work in 2018.x yet.
Copy This To That (All Versions)
If you copy all actions on a script that has a lot of "Procedural Materials" on it, it'll take a long time to complete. This is because Unity is doing everything twice, in order to save the changes. It's an annoying thing, but just be aware that it'll take a while to complete. Uncheck "Save Changes" in the Options area of the latest versions of the script to speed this up. But if you quit, any changes will not be kept.
Mass Exporter Won't Work (5.4.x)
[LATEST: 5.5.0b6 has a fix! I've not yet tested it, but I've been told it's fixed! So 5.4.x will *never* work with the Mass Exporter, but 5.5.x seems like it will :D ]
Currently "Mass Export" doesn't work in 5.4.x because of a Substance bug that adds " (Clone)" repeatedly to the end of the file name. Allegorthmic is aware and is working on a fix for a future 5.4.x update. Current 5.4 versions will never work with Mass Export, though. :(
Gargoyle Pack PBR is a muscular creature with a large wing span. Able to turn from stone or metal or marble into a flesh and blood-loving enemy or powerful player character. He features a ton of animations and the ability to create new animations using Animation Layers. Comes with magic spell particles.
Substance Painter project files have been included for at least one model. Not all of the models are easily editable in Painter, if they weren't produced using it. However, in many cases Painter makes it easy to complete re-texture a model in ways that aren't possible within in the Unity Editor.
The "Procedural Materials", .sbsar files, are produced using Substance Designer. The .sbs files are now included so if you'd like, you can edit or manage them, or simply see how they work on the inside.
Please note: Source files do not give you the right to share or sell new animations or textures to other users. If you are a highly skilled artist and interested in sharing or selling your work as add-on packages, please email me and in most cases we can make it happen.
Texture Customization means that almost every aspect of the textures can be modified to create completely unique, new looks that you may not have thought possible. Each texture is broken up into multiple sections, allowing for nuanced, specific changes to the look at feel. Using sliders in the Inspector, you can adjust the Hue, Saturation, Contrast, Lightness, Reflection & more of each section, including adding flat, overlay color and even removing the Normal Map & Ambient Occlusion information.
Advanced options include the ability to completly replace the real-world "material" with a new one. For instance, metal can be changed to wood, or leather.
The included "Texture Customization" demo scene, with the "Copy This To That" and "Mass Exporter" inspector scripts make it easy to customize and -- with a single click -- export your textures into game-ready materials.
While many of our creatures are decidely fantasy, we want them to feel like they belong in the real world. That means our Animations are going to be realistic, with real-world physics and the real weight of the character taken into account. During attacks & magic spells, the entire body will be warming up, moving, and recovering. We animate the details of wardrobe so things that should move, do move. Whenever possible, our characters are set up as "Humanoid" to allow for re-targetting of animations between packages. Root Motion is always included when applicable.
Air To Ground
Fly to Fly Idle
Flying Attack 1
Flying Attack 2
Ground To Air
Statue Post 1, 2 & 3
Mesh Morphing is the ability to modify the physical mesh of the model in the editor or during gameplay. Our method uses Blend Shapes, a powerful tool usually used for animation. The artists expose specific "Shapes" using a naming convention, which the "SFB_BlendShapes" script recognizes. The result is a group of named sliders, each of which controls one Shape, sometimes in two directions, such as making a character fatter or skinnier.
Adjustments can be saved as Prefabs, or coded during gameplay. This way, players would be able to customize the look of their characters, or spawned enemies can be created with randomized values, resulting in a nearly infinite number of unique looking bad guys.
A Sound Designer has created custom effects to go along with this package. Sometimes the audio is directly tied to an animation, sometimes the clips are shorter, and intended to be used during specific actions such as foot steps. Still other times are more ambient sounds to be played randomly or at less obvious intervals. Often multiple versions will be provided which can be used randomly to avoid repetition. In all cases, the sound effects are designed to bring the characters to life.
Our Composer has created custom music for this package, focusing on matching the mood of the pack. Some tracks could be more heroic and themeatic, while others are more ambient. In all cases, the composition is divided into multiple layers. Each layer can be placed into a Unity Audio Mixer, and customized to fit your game and your sensibilities.
Mixers can be pre-saved, or you can script snapshots to be faded in or out depending on what's going on in your game. Perhaps, for instance, a low-pass filter is applied when the game is paused, or the percussion grows louder when a Boss is being fought. You can adjust each layer individually to craft the perfect sound for your game. A Master track -- consider it the "Composers Cut" is also included if you do not wish to mix the track yourself.
This video showcases each of the included game-ready mixes, in 20 second looping segments. Using the Unity Audio Mixer, you can create dozens of unique mixes to match YOUR game.
Mixes can be exported to .wav file with one click in the editor.
AAA Studios populate their websites with Concept Art. Steam pages are often filled with attractive, hand-drawn artwork with the intent of drawing in and exciting viewers, greenlight voters & potential players. But if you buy characters and environments from the Unity Asset Store or other sources, you generally won't have any Concept Art. Which means that your website won't have the Concept Art that players have grown accostomed to.
Our Concept Artist has hand-drawn multiple images for you to use for this purpose. These ultra-high resolution images are provided in both .png and layered .psd format, so you can modify them greatly. Often armor and other optional meshes are represented as layers, so they can be turned on or off depending on the look you're going for in your game and, ultimately, your advertising material. While these have all been created after the Model, Texture & Animation is complete, they're designed to appear that they were completed before work on the 3D Model had even begun.
TUTORIAL: How to use Animation Layers to create new animations using the ones provided. Pretty cool stuff!
"Top Down" game demo. The goal is to show our assets working really well with other popular environment assets.
"3rd Person" game demo. The goal is to show our assets working really well with other popular environment assets.
This is the demo of the demo scene, showcasing the new sound effects