Gargoyle Pack PBR is a muscular creature with a large wing span. Able to turn from stone or metal or marble into a flesh and blood-loving enemy or powerful player character. He features a ton of animations and the ability to create new animations using Animation Layers. Comes with magic spell particles.
INFINITY PBR - MY PHILOSOPHY Infinity PBR is the work of over a dozen artists each doing what they do best. I want to make the most versatile, highest quality assets for indie game devs, made the way I would want them to be for my own projects (actually, I do make them my own projects!). Each asset needs to be high quality, insanely customizable, and needs to feel real. Realistic animations and textures. There are some amazing assets on the store, and I believe that my packs are among the best.
⭐⭐ Within 14 days of purchase, if you decide my packs aren't going to work for you, let me know. If I can't fix it, I'll get you a refund. Email me anytime: contact -at- infinitypbr -dot- com ⭐⭐
Demos, tutorials, and more can be found at my Youtube Channel
CUSTOMIZE TEXTURES Customize your textures using the included Substance Painter source files. Change out materials, or make other modifications like adding dirt, or shifting colors, in minutes. Export the finished textures from Painter, ready be used in Unity. Make the textures look they way you want them for your project.
MESH MORPHING Exposed Blend Shapes allow for massive mesh morphing and customization. You can save settings in prefabs or script the shapes for in-game customization or randomization of your characters. Now you can spawn completely random enemies that all look different from each other.
CUSTOM RE-MIXABLE MUSIC Music has been composed specifically for the characters we produce. The tracks are separated into layers and set up for use with the Unity Audio Mixer. Use this to mix your own tracks, and create the perfect sound for your game levels, and export all your mixes with a single click into game-ready .wav files!
A "Composers Mix" is also included if you do not want to mix your own track, and you can easily export the included mixes as well.
SOUND EFFECTS Many of the animations now feature matching sound effects, along with a simple audio controller script that makes playing them and controlling things like volume, volume by speed etc easy. Nothing brings characters to life like high quality matching audio.
SOURCE FILES Substance Painter | Substance Designer Whenever possible, Substance Painter project files are included so you can drastically re-texture the models.
Please note: Source Files do not give you license to share or sell the animations or textures you create. If you're a highly skilled artist and interested in sharing or selling your work to the Infinity PBR community as add-on packages, please contact me.
CONCEPT ART Extra High Resolution images are provided in layered photoshop format for customization. Use these on your Steam page, your manual, your website & other advertising material to bring your game to life before you have gameplay to show.
ANIMATIONS • Air To Ground • Attack 1 • Attack 2 • Block Loop • Cast Loop • Death • Death Flying • Fly Idle • Fly to Fly Idle • Flying • Flying Attack 1 • Flying Attack 2 • Flying Cast • Got Hit • Ground To Air • Idle • Idle Break • Statue Post 1, 2 & 3 • Walk
PARTICLES Custom particles (magic spells etc) are included whenever appropriate. The package also includes our entire "Magic Spells & Particles Pack", so you can create your own magic spells. There are amazing particle packs on the Asset Store -- my particles are fine, but can't compete with those, I do urge all users to investigate which other particle packs fit their project.
LEGACY SHADERS & HDRP Textures will work with legacy shaders (Unity 5 and beyond), and we now include HDRP versions as well.
POLYCOUNT & LODS I suggest you use a tool like Mantis Online (google it, it's free) for creating your own LODs that fit your project/platform. While it may be convenient to have LODs ready to go, the reality is that poly count requirements are very unique to each individual project, and there is no way that I can create exactly what works for you.