Dragons Pack PBR is a highly detailed package containing Three Heads, Four Back options, Two Tails & unlimited texture customization with the Substance Painter source files. Tons of animations bring the Dragons to life, both on land and in the air. Particles included. Also comes with a Saddle, Reins & Bridle. Mesh morphing allows for each head and the entire body to be morphed for infinite looks and in-game randomization.
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.
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.
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.
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.
Animation Rig | Substance Painter | Substance Designer
Animation Rig is provided in, usually, Maya or 3DS Max format, and can be used to create new animations that better suit your project.
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.
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.
• Attack 01
• Attack 02
• Breathe Fire
• Fire Head 01 (Head/Neck Only)
• Fire Head 02 (Head/Neck Only)
• Fly Attack
• Fly Backward
• Fly Breathe Fire
• Fly Death 01 (Loop Start)
• Fly Death 02 (Loop)
• Fly Death 03 (Loop End)
• Fly Dive
• Fly Fast
• Fly Glide
• Fly Got Hit
• Fly Idle
• Fly Static Saddle (Fly Forward w/ Saddle as center of Mass)
• Got Hit 01
• Got Hit 02
• Idle Break
• Look Back Left (Looped)
• Look Back Right (Loop)
• Tail Whip Left
• Tail Whip Right
• Walk Backward
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.