This metal ghost knight character is a big, tin can of evil, with a giant sword and a shield. Character has some modular wardrobe, and is fully equipped for mesh morphing via blend shapes, so you can create a variety of looks.
Particles are include and some cool scripting for a "head pop off" during the "Got Hit" animation, with the head being replaced by a gush of blue magic fire.
Animation Rig | Substance Painter
The Animation Rig is avialable for download, usually in either Maya or 3DStudio Max format. For those interested and able, you can now create your own animation files for your projects.
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.
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.
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.