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Discussion in 'Assets and Asset Store' started by infinitypbr, Feb 9, 2019.
I've converted the textures in the Book of the Dead demo to standard shader when possible, and shaders made with Amplify Shader Editor when the standard shader wasn't possible.
I've also created alternate textures for many of the objects, and will make available the Substance Painter source files for those. Most of these have multiple versions in the file, and HSL layers set up to make new versions easy to create.
boysenberry, shredingskin, TeagansDad and 1 other person like this.
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Good question -- I have no idea. I'll ask Lennart.
Here's a video I made with the official Book of the Dead asset when it came out, featuring some of my characters.
A couple of preview images from the build I made.
These have no post-processing effects on them. It'd look more like the original demo with post processing. I did change the lighting and add a skybox though.
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Historically Unity has allowed publishers to use their free assets in ways that also distributes them. For instance, the popular Realistic Effects Pack 4 includes assets from the Viking Village in its package content.
But, I do understand your concern. I'll hopefully get to upload this to the Asset Store today, and we'll find out if it gets approved or not in the coming week or two.
Teila likes this.
What's the license on the substance painter source files? Can I create my own rock models and textures with the SP files and provide them for free for others?
SickaGamer likes this.
What's the license on the substance painter source files? Can I create my own rock models and textures with the SP files and provide them for free for others?
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Rowlan and Teila like this.
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Not sure what it would take to integrate w/ Vegetation Studio...but if it's possible, that'd be cool.
Andrew! This is fabulous. I tried to use assets from the original and yeah, the shaders were wonky. So nice that you did this for us.
Appreciate this very much and cannot wait to try these fabulous prefabs and textures in a scene. Will be purchasing asap.
infinitypbr likes this.
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I will have a look. If it is amplify shaders it should be easy to add.
Teila, infinitypbr and SickaGamer like this.
Can your converted models and textures be used for commercial purposes still kinda confusing around the permissions here if I buy this pack?
Can your converted models and textures be used for commercial purposes still kinda confusing around the permissions here if I buy this pack?
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Yes. This package, as well as the original book of the dead, are under the asset store Eula which allows for commercial use.
Anyone can use assets from unity technologies (unless otherwise prohibited, like the Adam assets) for demonstration purposes.
In this case, I’m using the original assets to demo the new materials (which allow the original textures to work in the standard render pipeline), and the new textures I’ve made.
XCPU and SickaGamer like this.
Interesting! Also interesting that you are providing the additional download of textures for those who buy.
Thanks for doing this!
No problem! I always appreciate it when the art I get on the store has customization options, so I try to always do that for others.
Interesting! Also interesting that you are providing the additional download of textures for those who buy.
Thanks for doing this!
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hopeful likes this.
I'm a student and this unwanted purchase has set me back by a considerable amount. Can you please issue me a refund. It'd be much appreciated.
Thanks..
I'm a student and this unwanted purchase has set me back by a considerable amount. Can you please issue me a refund. It'd be much appreciated.
Thanks..
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Of course! Just pm me your order number and I’ll send an email to unity to ask it to be refunded.
I've converted the textures in the Book of the Dead demo to standard shader when possible, and shaders made with Amplify Shader Editor when the standard shader wasn't possible.
I've also created alternate textures for many of the objects, and will make available the Substance Painter source files for those. Most of these have multiple versions in the file, and HSL layers set up to make new versions easy to create.
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Is this project going to support VR??
Is this project going to support VR??
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It’s just models and textures...so yes!
It’s just models and textures...so yes!
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Does your custom shader support SSS and all the fancy stuff from HDRP?
yep! VS Pro biome and Lux here as well?!
Does your custom shader support SSS and all the fancy stuff from HDRP?
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I'm not sure if the shader does...so probably not? It's made with Amplify Shader Editor, if that helps!
I'm not sure if the shader does...so probably not? It's made with Amplify Shader Editor, if that helps!
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If you are using or trying to use standard shader then it definitely doesn't have SSS, ASE is just a tool to make custom shaders, if you are not implementing some kind of SSS then what is the purpose of making these custom shaders? Kind of defeats the purpose of using Book of the dead assets because without SSS they will look terrible.
If you don't want to mess around with shaders... try taking a look at Lux Plus or Advanced Terrain Grass by Forst. It's a custom standard shader with SSS already implemented. You do need to prepare custom textures in a format that it accepts. But the end result would be assets that look almost as good as HDRP without the hassle of HDRP.
Probably overly Technical.. but this is Unity's implementation of SSS in the HDRP.
SickaGamer likes this.
The referenced script on this Behaviour (Game Object 'Rock_Passagecave_A_LOD1') is missing!
When I click on one of these GameObjects I can confirm that indeed, a script is missing there.
I'm importing into a fresh, new project, so I can't see how I'm doing anything wrong in this case?!
The referenced script on this Behaviour (Game Object 'Rock_Passagecave_A_LOD1') is missing!
When I click on one of these GameObjects I can confirm that indeed, a script is missing there.
I'm importing into a fresh, new project, so I can't see how I'm doing anything wrong in this case?!
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Hmm not sure -- that's a strange issue. I'll look into it.
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