VISIT FOR THE LATEST UPDATES, FORUMS & MORE ASSETS.

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1 Gargoyle VISIT FOR THE LATEST UPDATES, FORUMS & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. LEVEL OF DETAIL 7. CHANGE LOG

2 1. Introduction Gargoyle is a procedural PBR character designed for video games developers. The procedural aspect means there are virtually unlimited looks you can give to the character, creating a unique look that no one else has. Physically Based Rendering means the look can appear hyper realistic. Due to all of this, there is a little setup involved. It shouldn t take long and maybe it ll be quite fun, as you ll get to fine-tune the look of your character. In most cases the Quick Set Up section will be all that you need. If you re interested in knowing more about each of the values you re able to tweak, check out the Procedural Values section. For advanced users, if you re interested in scripting run time changes in the texture of the model, refer to the Scripting section. Finally we include a brief list of the Animations currently included. We plan on updating our assets periodically, so please check the Asset Store for available updates. * If you have upgraded from a previous version, please check the Change Log at the end of this document to make sure we haven t changed anything you rely on.

3 2. Quick Set Up This quick guide will work for most users, and does not allow for run time changes in the look of the textures. For videos, please visit our website at where you will find much more detailed examples. We highly suggest you create your maps in a new project. 1. Bring the model prefab into the Scene view. Use the full resolution model for now. 2. Find the latest procedural material: Assets/SFB_Gargoyle/Procedural Material/SFB_Gargoyle_ 3. Drag SFB_GargoyleSkinMaterial onto each mesh of the model. It may take a bit of time during any of these steps for Unity to pre-build the material. After dragging, the model may appear black or another solid color until the process is complete. Please be patient. (We hear this speed is based mostly on your GPU, and we ve been told that there will be a good speed boost when 5.2 is eventually released.) 4. Rotate the camera in the Game and/or Scene view to something that you like, and select the Procedural Material in the Project view to load it in the Inspector. 5. Adjust the various aspects of the material to obtain the look you like. Each time you change something Unity may take a moment to rebuild the material. This is not a run-time optimized material, and with so many options, it may take a few moments to complete. 6. When you are satisfied, make sure you have Compute all Outputs selected in the Inspector. 7. Choose Save Bitmaps from the Gear menu in the top right corner of the Inspector window. This will save the computed outputs to your disk. It s best to keep each output group you plan on using in it s own subfolder, for organizational purposes. 8. Create a new material with the Standard Shader & populate the inputs with the maps you saved in the last step. Use AlbedoOpacity in the Albedo field & Metallic in the Metallic field. 9. Drag the material onto your model. 10. Don t forget to choose the correct LOD for your game, and play with the size settings of the textures to optimize their system resource usage. You can make as many versions as you d like, perhaps allowing for multiple versions of Gargoyle enemies in your game, from simple Gargoyles to more powerful Gargoyles. Note: The instructions above are for basic skin. You can use the same steps with SFB_GargoyleBaseMaterial to create a Statue texture with metal, marble or stone looks. Many of the pre-set materials in that option can be edited as well. Lastly, use SFB_GargoyleAddons to add features like ground dirt, grunge, ice or snow, mold and more. You ll need to drag the exported texture maps from the steps above into the Input fields of the Addons material. Add that material to your model to visualize the changes. Export the completed maps as in the steps above and you ll be all set! If you want to keep the same Addons features with multiple skin or statue looks, simply change the inputs.

4 3. Procedural Values Here you ll find greater details on what each value does and how it may be used. There could be a great many ways to use the value options, often with each other, that we don t know about or don t talk about here. Take a moment and play around with it and see what you can do! The ID is used for scripting run time changes. Category Name ID Type Min,Max Description Main Non-Skin Material Skin Blend NonSkinMaterial int 1,14 SkinBlend Which Non-Skin Material is selected. Use our pre-set materials (Stone/Metal/Marble) or choose to use your own custom material. Blend between Non-Skin (0.0) and Skin (1.0) materials. Useful for run-time changes, like turning from Stone -> Alive. Grunge of the grunge Levels GrungeLevels Grunge Levels Grunge Contrast GrungeContrast Grunge Contrast Balance GrungeBalance Grunge Balance Basically how much grunge there is. Grunge of the Grunge. How shiny it appears. Amount WingScratchesAmount Controls number of scratches on the wings WingScratches of the scratches Height WingScratchesHeight float 0.0, Height of individual scratches Wing Scratches Width WingScratchesWidth float 0.0, Width of individual scratches Disorder WingScratchesDisorder float 0.0,100.0 Disorder of the scratches Rotation Variation WingScratchesRotationV ariation float 0,360 Variation in the random rotation of the scratches Base Rotation WingScratchesRotation float ,360.0 Allowed base rotations, randomly applied Master Blend CracksMasterBlend Controls how visible the cracks are. Set to 0 for no cracks. Opacity CracksOpacity Controls the opacity of the color. Does not effect other aspects. Cracks Cracks of the cracks.

5 Category Name ID Type Min,Max Description Size CracksSize int 0,128 Size of cracking DIsorder CracksDisorder float 0.0,100.0 Disorder of the cracking Height GroundDirtHeight float 0.0,4.0 How high does the dirt climb? Set to 0 for no ground dirt. GroundDirt of the ground dirt Ground Dirt Contrast Balance GroundDirtContrast GroundDirtBalance Contrast of the ground dirt Balance of the ground dirt Levels GroundDirtLevel Controls the thickness of the dirt without changing the height GroundDirt of the Grunge. How shiny it appears. Cracks EmissiveCracks Emissive value of the cracks. Generally 0.5 is very bright. Emissive Eyes Veins EmissiveEyes EmissiveVeins Emissive value of the eyes. Generally 0.5 is very bright. Emissive value of the veins. Generally 0.5 is very bright. Stamp EmissiveStamp Emissive value of the stamp. Generally 0.5 is very bright. VeinsBody shift of the veins over the body Veins Body VeinsBody of the veins over the body VeinsBody of the veins over the body VeinsWings shift of the veins over the wings Veins Wings VeinsWings of the veins over the wings VeinsWings of the veins over the wings Tongue shift of the tongue color Tongue Tongue Tongue of the tongue color of the tongue color Tongue of the tongue. Mid ranges yield best results. Eyes shift of the eye color

6 Category Name ID Type Min,Max Description Eyes Eyes Eyes of the eye color of the eye color Eyes of the eye. Mid ranges yield best results. Wings shift of the wing color Wings of the wing color Wings of the wing color Wings Contrast WingsContrast Contrast of the wing color Wings of the wing. Mid ranges yield best results. Overlay WingsOverlay overlay of the texture Overlay Blend WingsOverlayBlend Opacity of the blend Body shift of the body color Body of the body color Body of the body color Body Contrast BodyContrast Contrast of the body color Body of the body. Mid ranges yield best results. Overlay BodyOverlay overlay of the texture Overlay Blend BodyOverlayBlend Opacity of the blend WingBones shift of the wing bones color WingBones of the wing bones color WingBones of the wing bones color Wing Bones Contrast WingBonesContrast Contrast of the wing bones color WingBones of the wing bones. Mid ranges yield best results. Overlay WingBOnesOverlay overlay of the texture

7 Category Name ID Type Min,Max Description Overlay Blend WingBonesOverlayBlend Opacity of the blend Claws Claw Claw of the claws of the claws Master Blend StampMasterBlend How visible is the stamp? 0.0 = no stamp Input Number StampInputNumber int 1,5 Which stamp image to use? Select 1 for Custom input. Stamp of the stamp Stamp Blend Mode Blend StampBlendMode int 0,10 StampBlend Blend mode of the stamp. Each provides different visual results. Blend value of the stamp color Normal StampNormal Depth of Normal blend. 0.0 = no change Stamp of the stamp area. AO Level StampAOLevel Ambient Occlusion added to stamp area. 0.0 = no additional shadows. Albedo N/A Input Map for Custom Stone Material. Drag your material into this field to use it. Include all maps. Normal N/A Input Map for Custom Stone Material. Drag your material into this field to use it. Include all maps. Custom Stone Material N/A Input Map for Custom Stone Material. Drag your material into this field to use it. Include all maps. Metallic N/A Input Map for Custom Stone Material. Drag your material into this field to use it. Include all maps. Ambient Occlusion N/A Input Map for Custom Stone Material. Drag your material into this field to use it. Include all maps. Height N/A Input Map for Custom Stone Material. Drag your material into this field to use it. Include all maps. Ice Level SFXIceLevel Float 0.0,1.0 How much ice should be on the model Snow SFXSnow Float 0.0,1.0 How much snow is on the model SFX Moss SFXMoss Float 0.0,1.0 How much moss is on the model Moss Scale SFXMossScale Int 1,4 Scale of the moss texture Moss SFXMoss The color of the moss

8 Category Name ID Type Min,Max Description Inputs Input Stamp N/A Input for custom Stamp mask. White shape on black background, 512x512 pixels. Smaller shape = smaller area on mesh. SFB_RT_GargoyleMaterialBlend Category Name ID Type Min,Max Description Main Blend Blend Blend % between Material #1 and Material #2 Material #1 N/A Input maps for custom material. Inputs Material #2 N/A Input maps for custom material.

9 4. Scripting It s possible to change values during run time. We include a few versions of the material, some of which are optimized for common run-time options. In those cases, you ll likely want to bake maps for the base materials you plan on using (which do not change at run time), and use the optimized versions. This will speed up the changes in game. Please Note: We are not the best coders. There may be more ways of doing what we re doing, perhaps better ways. Please use the forums on our site and the Unity forums if you d like to discuss or ask the community about various ways of doing this. We are also using Unity Script because, simply, it s what we currently understand. Check out our demo scripts for more extensive examples. var substance : ProceduralMaterial; // Set an Int or a Float value substance.setproceduralfloat("nonskinmaterial", 0.5); // Set a value substance.setprocedural("grunge", (1,1,1,1));

10 5. Animations We ve included a sizable selection of animations designed specifically for this character. Read about them here. Many, if not all, can be looped in various ways inside Unity to create animation combinations. Animation Looped? Description Idle Yes Standard idle loop IdleBreak No A break from the idle. Could also be used for a magic spell perhaps. Attack01 No Step forward and swipe with the left claw Attack02 No A forward-moving attack with the wings spread out, hitting all enemies in a circle around the Gargoyle Cast01 No The start of the cast animation. Leads directly to Cast 2. Cast02 Yes Looped casting pose, loop for as long as you want the spell to be cast. Leads directly to Cast 3. Cast03 No The end of the cast animation, the Gargoyle appears a bit weakened by the spell cast. Walk Yes Standard walk forward, in a Gargoyle crouch fashion Hit No Gargoyle reacts to being hit Shield01 No The start of the block animation. Leads directly to Block 2. Shield02 Yes The Gargoyle is blocking. Loop for as long as you need. Leads directly to Block 3. Shield03 No The end of the block animation. DeathStanding No The Gargoyle is hit and dies. GroundToFly No A transition animation from standing to flying. FlyLand No A transition animation from flying to standing. FlyIdleLoop Yes Standard idle loop, but flying. FlyForward Yes Forward motion flying. IdleToFly No Transition from Flying Idle to Flying Forward. FlyToIdle No Transition from Flying Forward to Flying Idle. FlyCast No An in-fight cast, calling the spell from above as the Gargoyle leans back to face the sky. FlyAttack01 No A foot attack from the flight, Gargoyle kicks his feet towards the enemy. FlyAttack02 No A swipe attack from the flight. DieFly No The Gargoyle falls from the sky, dead. Statue01/02/03 No Static poses for a Statue version

11 6. Level Of Details There are multiple level of details available. The full resolution is of course the best to use in close up views. However each of the levels could be better for when the character is further away, or when they re not as visible based on your game. The lower LODs will not look good close up. (LOD4 is pretty much the last one that *should* be passable in a full shot on mobile. LOD5/LOD6 are for far away shots only.) LOD Tris SFB_Gargolye_FullResolution (LOD 0) 29.7k SFB_Gargolye_LOD1 17.8k SFB_Gargolye_LOD2 10.7k SFB_Gargolye_LOD3 6.4k SFB_Gargolye_LOD4 3.8k SFB_Gargolye_LOD5 2.3k SFB_Gargoyle_LOD6 1.4k

12 7. Change Log Separate Procedural Materials for Base (Stone/Marble), Skin ( etc) & Add ons (Ground dirt, grunge, emission etc). This speeds up creations tremendously. More exported maps, including Albedo Opacity and Metallic for use in the Standard Shader. Wing holes Many base materials now have procedural options of their own. Fixed LOD issue where wings wouldn t be animated. Updated LOD Quality. Added Material Creation demo scene to use new Procedural Material and aid in creating the looks you d like to create. (Demo scene still uses old material, which we suggest you do not use) v19.1 New LOD models & sizes, to fix error where wings in LODs weren t smooth. v19.0 Initial Version.

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