Infinity PBR - Procedural Physically Based Rendered Assets for Unity available @ the Unity Asset Store Infinity PBR - Procedural Physically Based Rendered Assets for Unity available @ the Unity Asset Store
Instructions & Videos
This page is currently a Work In Progress

Most of the characters & environments in our portfolio have very similar work flows. The topics on this page will go into more detail about what you can do with the assets, and how to go about doing it. I'll try to provide videos whenever possible. If anything isn't clear or if you have any other questions, please write on the Unity Forums.

Topics
Texture Customization

Texture Customization
This page is currently a Work In Progress

The key feature that belongs to all of our work is the massive amount of customization available. This begins with Texture Customization. We use Substance Designer to create .sbsar files ("Procedural Materials"), and expose to the Inspector a huge number of sliders and other options for you. Most parts of the textures are broken down into smaller details, so you can modify individual aspects without changing the rest.

Our "Copy This To That" and "Mass Exporter" tools, visible in the "Texture Creation" demo scenes, make it easy to modify many aspects of the textures at once, and then export game-ready materials & textures with a single click.

The "Copy This To That" objects come set up for you. However, if you ever wanted to make your own, this video will walk you through how to set it up from scratch, and also shows the intended work flow usage.

Once you've created a look you'd like to use in your game, the "Mass Exporter" and "Export Single Mateiral" scripts will export all your textures for you with a single click, putting them into Standard Shader Materials and even sharing common textures between mateirals if you choose.