Dungeons+ Pack PBR VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS.
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1 Dungeons+ Pack PBR VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. LEVEL OF DETAIL 7. CHANGE LOG Please leave a rating & review for us at the Unity Asset Store! If you need support, us or write us on the forums, but an honest review of our package will help other developers make a decision to purchase this and support us as we make more killer assets.
2 IMPORTANT: WE SUGGEST YOU DO *NOT* PUT THIS PACKAGE INTO YOUR MAIN PROJECT DIRECTLY. INSTEAD, CREATE A NEW PROJECT (5.3.4 OR 5.4 WHEN AVAILABLE RECOMMENDED) WHERE YOU CAN CREATE ALL THE TEXTURES YOU D LIKE FOR THE OBJECTS YOU PLAN ON PUTTING INTO YOUR GAME. ONCE YOU VE CREATED THE TEXTURES & ATTACHED THEM TO YOUR PREFABS, EXPORT ALL YOUR PREFABS (WITH DEPENDENCIES) INTO A.UNITYPACKAGE FILE, AND IMPORT THAT INTO YOUR MAIN PROJECT.
3 1. Introduction Dungeon+ Pack PBR is a procedural PBR model set designed for video games developers. The procedural aspect means there are virtually unlimited looks you can give to the models, creating unique looks that no one else has. Physically Based Rendering means the look can appear hyper realistic. Due to all of this and the physical size of the package and it s many parts 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. 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.
4 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. Our YouTube page has videos showing this process. Create Base Materials 1. In any new scene, create a cube or sphere or flat object. 2. Find our Base Material generators in Assets/SFBayStudios/SFB Base Materials/Material Generators/ 3. For each of the base materials ( BaseMarble etc), expand the arrow and drag the Procedural Material (circle icon), onto your primitive object. Select the material in the project view to load it in the inspector. 4. There are many options to choose from. Customize the materials to something you may wish to use in your scene. When you re ready to save the texture, select Export Material from the Windows menu. (Hot key available) 5. I personally like to dock this window in my view, as I ll be using it a lot. If the material you want to export isn t already featured in the top field, drag it in. 6. Give a general Group Name, such as Base Materials something descriptive that keeps things organized, as you may be producing hundreds of these. 7. In most cases you can remove the Emissive, and often the Height. However, I suggest keeping the heigh for now, and obviously keep the emissive if the base material is emissive itself. 8. Ensure that Set Normal Map Mode is NOT checked. 9. Check Merge With Group Name. If this is not checked, the system will create a 2nd folder with the group name you ve chosen followed by a number. 10. If you d like to give your base material a more descriptive name, check Override Material Name? and choose a custom name. Otherwise, it will be named BaseMarble etc with sequential numbering. For Base Materials, this is often fine. 11. If you ve already exported one look, you can share textures from previous exports by clicking the Copy Previous Group and choosing the previous group name. This is mostly used for textures which are meant to be used in game. The textures you are creating now will not be used directly in game, so you can ignore this. 12. Click the Export button. You ll find the new files in Assets/SFBayStudios/Exported Materials/ 13. Repeat this until you have a bunch of Base Materials that you want to use in your game. Get More Materials 1. Go to 2. If you have not already signed up, sign up and confirm your , and register the Dungeon+ Pack PBR with your receipt code from Unity.
5 3. You ll now be able to download dozens of Base Materials that you can use in your levels. Almost all are heavily customizable, and many have very cool, very unique looks. Choose a group of objects you want to work on. 1. Create a new project, and import the Dungeon+ package. 2. Open a demo Scene (Assets/SFBayStudios/SFB Demo Scenes/) that you d like to work on. Dungeon scenes are prefaced SFB Dun.Tex.Cre for Dungeon Texture Creation. Perhaps open the Foors Walls and Ceilings scene Base Material Palette 1. You ll find 6 objects in the scene called Base Material Palette with a type of material. These are prefabs, and will likely be empty or pure white or multiple colors. We will be populating them with the Base Materials you ve exported from the previous step. 2. Select one of the objects, and scroll to the bottom of the Inspector where you will find areas titled Custom Material#. Expand the first one. 3. Drag the maps exported earlier into the corresponding boxes. Do this for all of the materials you may wish to use in your game. This is the only time you will have to drag these in. 4. Scroll back up and check Enable Texture Modification from the Main section. 5. You should see your materials represented on the Palette objects in the scene. Be sure to Apply the changes to the prefab, so that changes are reflected in all Texture Creation scenes. Texture Creation Scene 1. Each Texture Creation scene has a small number of objects, usually grouped by type. We do this because one scene using all of our procedural materials at once will likely crash slower computers. Our materials are meant for editor customization and should not be used in game. 2. Each Object has a Procedural Material attached to it. Some objects have sub-meshes that allow for different materials (such as archways). Most materials start out with just a color ID map, while others (like Doors), will have pre-drawn textures you can use, or modify. 3. Select an object, perhaps one with multiple colors. Each color represents one section of the model, which you can apply a base material to. There are more options, and much much more you can do using all of the features of the material, but for now, we ll simply add base materials and leave it at that. 4. Select a CT2T object from the hierarchy that corresponds to the object you want to work on. If you re in the Floors Walls and Archways scene, try selecting the object CT2T - Archways. 5. Each row represents one section of the model, as written. The Palettes are pre-populated as the source materials. For each section, choose a source material and a source Texture. You can look at the Palette objects in the scene to remind yourself of which material is in which spot. If you d like to update just one section, click the Copy button to the right of that row. If you d like to copy all the sections of one material, click the green button at the bottom of that section. At the very bottom there is a big green button that will copy all of the materials at once.
6 6. This may take a few minutes. If you have Save Changes? option unchecked it will take less time, as Unity will not have to re-import the Procedural Materials. However, when you quit your updates may not have saved. This is fine for quick changes, but not for longer projects where you may want to come back and do more work on it. 7. When Unity is done, you ll see the changes in the scene view. You can now make fine-tune changes to each material if you d like, or change the Source Material & Texture. The single copy button is good for making changes to an individual section to see what works best. Mass Exporter 1. Each scene also contains a Mass Exporter object pre-populated with all the Procedural Materials featured in that scene. Click it to load it into the Inspector. 2. Choose a Group Name this is the folder all of your materials will be put into. Something descriptive is usually a good idea, and I personally like to separate this by style or level. I may use Demo #3, but perhaps Castle Frankenstein would be a good option as well, if the level in your game is called the same. 3. In most cases, Remove Emissive can be kept on, unless some of your textures include emissive options. Remove Height is up to you, but if you re unsure, don t select it. You can always delete those maps later. 4. Make sure Set Normal Map Mode is checked. The texture maps you re about to create are intended to be used in game, so normal maps need to be set to the proper mode. Best to do it now, rather than by hand later. 5. Click Merge With Group as well. Since we have separated the entire dungeon package into multiple scenes, this will ensure that the Procedural Materials from each Texture Creation scene will end up in the same folder in your project, well organized. 6. Finally, if you re making a 2nd version and you know you can share maps with a previous export, then enter the Previous Group Name and choose which maps to share. 7. Click Export, and wait. Depending on your system and how many Procedural Materials there are, this could take a while as Unity imports all of the files. 8. When done, you ll find all of your Materials, nicely named, in Assets/Exported Materials/[Group Name]/ 9. Be sure to choose the proper size and compression type for your textures. 10. There are many packages on the Asset Store that will combine textures into texture atlases. If you re looking to decrease draw calls, you may wish to look into those. * For more in depth instructions, please refer to the videos linked at
7 3. Procedural Values The included Run Time procedural materials are designed to be used in game. They start with SFB_RT_. You ll find some basic scripting guidelines here, but we encourage you to use the Forums on the Unity website if you have more questions, as we aren t the best coders. NOTE: Due to the multiple sub-meshes, these would have to be used, and updated in code, per material. However, they should all blend perfectly together. SFB_RT_TextureBlend: Use this to blend between two textures. It accepts two groups of exported maps, and has a float value to blend between the two. One potential use is to blend between a clean and damaged version of an object. Perhaps the more it is used, the more the Damaged version is shown. SFB_RT_DirectionalBlood: Bring in your ready-to-go texture maps, along with the Positional Map for the object (included in the package). Choose the direction appropriate for your object, and then you can code the material to update in script. This could be used to add blood to an object whenever it s used, and the blood can fade out over time. SFB_RT_TextureBlend Category Name ID Type Min,Max Description N/A Blend Amount blendamount Blend amount between Texture group 1 and Texture group 2. SFB_RT_SFX Category Name ID Type Min,Max Description Water Level SFXWaterLevel How much water Water Details SFXWaterDetails Details of the water Refraction SFXRefraction Refraction of the water. (Try 0 for an ooze look) Reflection SFXReflection Reflection amount Reflection Distance SFXReflectionDistance Reflection distance Flow Direction SFXFlowDirection Changes the direction the water appears to be flowing SFX Water Color SFXWaterColor Color Color of the water (clear = default) Ice SFXIce How much of the water has turned to ice? Water is required for this to work.
8 Category Name ID Type Min,Max Description Ice Details Snow Moss Moss Scale Moss Color SFXIceDetails SFXSnow SFXMoss SFXMossScale int (1,4) SFXMossColor Color Details of the ice Amount of snow Amount of moss Scale of the moss texture Color of the moss SFB_RT_DirectionalBlood Category Name ID Type Min,Max Description N/A Axis axis int (1,6) Which direction should be blood go? X, X-inverted, Y, Y- inverted, Z, Z-inverted Height bloodheight How high does the blood extend Level bloodlevel How thick is the blood, works in conjunction with height Blood Contrast bloodcontrast The contrast of the pattern Color bloodcolor Color() Color of the blood Roughness bloodroughness How reflective the blood is, suggested range
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("grunge2volume", 0.5); // Set a Color value substance.setproceduralcolor("grunge2color", Color(1,1,1,1)); // Get a Vector2 value var currentoffset : Vector2 = substance.getproceduralvector("grunge2offset"); // Set a Vector2 value substance.setproceduralvector( Grunge2Offset", Vector2(currentOffset[0],currentOffset[1])); Note: Visit for tutorials and videos showing more things you can do with our work.
10 5. Animations Some of the objects, like doors, may or may not contain animations. At this point we haven t decided. But, they re easy to create. Refer to the Unity Documents if you need help.
11 6. Level Of Details Most of these objects do not include LODs, as they are pretty small already. If you d like to create some, please check out Simplygon, a package (FREE) in the Asset Store. We use that to create LODs for our characters, and highly recommend it for all of your LOD requirements.
12 7. Change Log v3 Demo3 available for download. Please update the package before installing the demo. Added Curved Stairs & More, a set of curved stairs with accompanying pieces Added new Brick Wall material generator (but name is misleading, does a hell of a lot more) v2 Added Copy This To That" editor script, making it easy to customize textures, using the new Texture Creation scenes Added a Mass Exporter that will export all of the textures into game-ready Standard Shader materials with a single click Added a Sewer floor set v1 Initial Version.
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Gargoyle VISIT WWW.SFBAYSTUDIOS.COM 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 1. Introduction
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