Weapons & Armor Pack #1 has 30 Weapons & Armor pieces in it for just $2 each! Every object has a default look, most along with a "New" and "Damaged" version. Aspects can be modified using sliders (Color, Roughness, etc) or brand new materials (Material Creator included!).
Now, almost all of the objects also feature Mesh Morphing! You can change the physical mesh and save multiple versions for your game. Often this can drastically change the look of the objects, to where they may not even look like their original form.
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.
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.
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.