vrbn Studios Free Buildings URP Bundle 001 by vrbn studios
MODEL SPECIFICATION
> Production units: [cm]
> Production geo. coord. system: Left-handed (DirectX), yUp
> LODs: 4
MATERIAL & TEXTURE SPECIFICATION
> Textures: PBR: metal / roughness; up to 8k/atlases; optimized
> Textures: Merged grayscale textures into RGBA TGA.
> Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO, dirt
> Texel density: ~200 tx/m
> Normals: Tangent space, left handed (DirectX)
> File format: TGA, 8bit, RGB, RGBA
> Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> vrbn studios based naming convention
QUALITY
> All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us:
support@vrbn.io (24 hours reaction time, Mo-Fr)
UNITY 3D SPECIFICATION
> Supported render pipeline :URP
> Supported rendering paths: Deferred and Forward
> Ray tracing is currently not supported. We’re working on it.
> Each building consists of 4 optimized LOD meshes, incl. setup.
> The buildings ship with a collision mesh. > Draw call optimized by using texture atlases.
> Building Prefab location: Assets/vrbn_studios/..productionID../..countryID../buildings/prefabs
> Dirt intensity: There is a dirt slider on the building’s prefab that allows you to alter the dirt intensity in real-time. At runtime each building instance will have its own dirt slider, meaning you can adjust each building with different dirt values.
> Emission intensity: On buildings’s prefab there is an emission intensity float that allows you to alter the emission intensity in real-time. At runtime each building instance will have its own emission intensity float, meaning you can adjust each building with different emission values.
> Interior mapping: If you bought the interior mapping option for your build-ings then there is an interior mapping toggle on the building’s prefab with which you can enable/disable the parallax occlusion effect in real-time. At runtime each building instance will have its own interior mapping toggle, meaning you can have this feature in some buildings but not in others.
> In deferred rendering the glass normals might have small compression artefacts. See info here:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/deferred-rendering-path.html#accurate-g-buffer-normals
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/deferred-rendering-path.html#accurate-g-buffer-normals
CONTACT & FEEDBACK
support@vrbn.io (24 hours reaction time, Mo-Fr)
> Consistent and detailed realism
> Full PBR
> Parallax occlusion interiors
> Our buildings are made for direct use in games, XR, VFX, Simulation.
Price $0.00
vrbn Studios Free Buildings HDRP Bundle 001 by vrbn studios
MATERIAL & TEXTURE SPECIFICATION
> Textures: PBR: metal / roughness; up to 8k/atlases; optimized
> Textures: Merged grayscale textures into RGBA TGA.
> Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO, dirt
> Texel density: ~200 tx/m
> Normals: Tangent space, left handed (DirectX)
> File format: TGA, 8bit, RGB, RGBA
> Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> vrbn studios based naming convention
QUALITY
> All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us:
support@vrbn.io (24 hours reaction time, Mo-Fr)
UNITY 3D SPECIFICATION
> Supported render pipeline: HDRP
> Supported rendering paths: Deferred and Forward
> Ray tracing is currently not supported. We’re working on it.
> Each building consists of 4 optimized LOD meshes, incl. setup.
> The buildings ship with a collision mesh. > Draw call optimized by using texture atlases.
> Building Prefab location: Assets/vrbn_studios/..productionID../..countryID../buildings/prefabs
> Dirt intensity: There is a dirt slider on the building’s prefab that allows you to alter the dirt intensity in real-time. At runtime each building instance will have its own dirt slider, meaning you can adjust each building with different dirt values.
> Emission intensity: On buildings’s prefab there is an emission intensity float that allows you to alter the emission intensity in real-time. At runtime each building instance will have its own emission intensity float, meaning you can adjust each building with different emission values.
> Interior mapping: If you bought the interior mapping option for your build-ings then there is an interior mapping toggle on the building’s prefab with which you can enable/disable the parallax occlusion effect in real-time. At runtime each building instance will have its own interior mapping toggle, meaning you can have this feature in some buildings but not in others.
> In deferred rendering the glass normals might have small compression artefacts. See info here:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/deferred-rendering-path.html#accurate-g-buffer-normals
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/deferred-rendering-path.html#accurate-g-buffer-normals
CONTACT & FEEDBACK
support@vrbn.io (24 hours reaction time, Mo-Fr
> Consistent and detailed realism
> Full PBR
> Parallax occlusion interiors
> Our buildings are made for direct use in games, XR, VFX, Simulation
Price $0.00
vrbn Studios Free Assets URP Bundle 001 by vrbn studios
MODEL SPECIFICATION
> Production units: [cm]
> Production geo. coord. system: Left-handed (DirectX), yUp
> LODs: 4
MATERIAL & TEXTURE SPECIFICATION
> Textures: PBR: metal / roughness; up to 8k/atlases; optimized
> Textures: Merged grayscale textures into RGBA TGA.
> Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> Texel density: ~200 tx/m
> Normals: Tangent space, left handed (DirectX)
> File format: TGA, 8bit, RGB, RGBA
> Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> vrbn studios based naming convention
QUALITY
> All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us:
support@vrbn.io (24 hours reaction time, Mo-Fr)
UNITY 3D SPECIFIC
> Supported render pipeline: URP
> Supported rendering paths: Deferred and Forward
> Ray tracing is currently not supported. We’re working on it.
> Each asset consists of 3 optimized LOD meshes, incl. setup.
> The assets ship with a collision mesh. > Draw call optimized by using texture atlases.
> Asset Prefab location: Assets/vrbn_studios/..productionID../..countryID../assets/prefabs
> Emission intensity: On asset’s prefab there is an emission intensity float that allows you to alter the emission intensity in real-time. At runtime each asset instance will have its own emission intensity float, meaning you can adjust each asset with different emission values.
CONTACT & FEEDBACK
support@vrbn.io (24 hours reaction time, Mo-Fr)
> Consistent and detailed realism
> Full PBR
> Our assets are made for direct use in games, XR, VFX, Simulation.
Price $0.00
vrbn Studios Free Assets HDRP Bundle 001 by vrbn studios
MODEL SPECIFICATION
> Production units: [cm]
> Production geo. coord. system: Left-handed (DirectX), yUp
> LODs: 4
MATERIAL & TEXTURE SPECIFICATION
> Textures: PBR: metal / roughness; up to 8k/atlases; optimized
> Textures: Merged grayscale textures into RGBA TGA.
> Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> Texel density: ~200 tx/m
> Normals: Tangent space, left handed (DirectX)
> File format: TGA, 8bit, RGB, RGBA
> Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
> vrbn studios based naming convention
QUALITY
> All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us:
support@vrbn.io (24 hours reaction time, Mo-Fr)
UNITY 3D SPECIFIC
> Supported render pipeline: HDRP
> Supported rendering paths: Deferred and Forward
> Ray tracing is currently not supported. We’re working on it.
> Each asset consists of 3 optimized LOD meshes, incl. setup.
> The assets ship with a collision mesh. > Draw call optimized by using texture atlases.
> Asset Prefab location: Assets/vrbn_studios/..productionID../..countryID../assets/prefabs
> Emission intensity: On asset’s prefab there is an emission intensity float that allows you to alter the emission intensity in real-time. At runtime each asset instance will have its own emission intensity float, meaning you can adjust each asset with different emission values.
> Consistent and detailed realism
> Full PBR
> Our assets are made for direct use in games, XR, VFX, Simulation.
Price $0.00
EASY Tooltips And Overlays! by exoa
FEATURES
- Add tooltips on UI, 3D and 2D objects
- Add overlay UI on top of any 3D game object
- Works with Mouse, Keyboard and Gamepads
- Supports both the legacy Input system and the New Input System
- 3 Demo scenes
- Easy and extensible!
2 MAIN PURPOSES:
- A tooltip system that lets you display tooltips on UI elements and 3D objects. You can display these tooltips using your mouse, keyboard or gamepad!
- A 3D UI overlay system that lets you display any UI on top of moving 3D objects. All elements are rendered in the main Canvas for saving GPU and for readability. Even if the 3D object gets smaller on screen, the UI element following it stays at the same scale!
MANUAL
FORUM
Price $9.99
Fighting Game Sound Effect Pack by salaks
Audio File type Wav.
Sample Rate 44.1 kHz
Bit Depth 24bit
Loopable : No
Additional : Stereo
Contains 350+ sfx ideal for use in Fighting Game, Battle Royal, First Person Shooter and many more. produced to create an effective cinematic sound effect. this pack use a high quality sfx when place in the Unity Game Engine.
Include the following :
Block, Body, Bone, Foley, Graps, Hits, Kick, Punch
Price $20.00
Casual Electro by Vincent T
Audio file types Wav
Sample rate 48Khz
Bit depth 16bit
Loopable: Yes
Additional: Stereo
10 unique tracks (normal and looped version + a "no drums" version) to perfectly fit the atmosphere of your game. It's for people looking for calm electronic music with a chill vibe, it can fit in a lot of genre, rpg, puzzle, adventure, open world, whatever you need !
For any question : vincent.teoule[at]gmail.com
Price $15.00
MONSTERS AND ALIENS by Ben Vibrant
- 70 Alien Sounds
- 70 Monster Sounds
Number of Audio Waves: 140
Sample rate / bit rate: 44,100 Hz 16Bit
Do Sound FX loop: Yes
Supported Development Platforms:
Windows: Yes
Mac: Yes
ULTIMATE COLLECTION OF MONSTER AND ALIEN SOUNDS!
140 Character sounds of Alien and monsters ideal for any Horror, SCI-FI or Adventure Game.
Price $8.99
ULTIMATE RPG SOUNDS by Ben Vibrant
- 70 Action based SFX (Movement, thrusts, body hits and more)
- 10 Ambiences. (Villages, Storms, Docks, forests, Cities, beaches)
- 10 Royalty Free Music Tracks
- 74 Atmospheric Tones
- 70 Character sounds (Villagers, Bandits, Guards, Blacksmiths, Tavern Girls, Pirates and more)
- 70 Objects and Inventory SFX (Books, Matches, Chests, Sword sheaths, potions, bows, swords and more)
Number of Audio Waves: 304
Sample rate / bit rate: 44,100 Hz 16bit
Do Sound FX loop: Yes
Supported Development Platforms:
Windows: Yes
Mac: Yes
Inside expect to find Characters, Ambiences, Music, Weapons, Objects, Inventory, Powerful atmospheric tones and more!
From bandits and scared villagers to swords and Bows. Forest ambiences to industrial city ambiences. Books and candles to money and chests. Body hits and thrusts to Jumps and character movement.
304 Royalty Free Assets that can be used commercially.
Price $25.00
App Sounds by Ben Vibrant
- 99 Alert based SFX
- 80 Button based SFX
- 20 Loading screen music tracks
- 100 Notification based SFX
Number of Audio Waves: 299
Sample rate / bit rate: 44,100 Hz 16BIT
Do Sound FX loop: Yes
Supported Development Platforms:
Windows: Yes
Mac: Yes
Ben Vibrant is proud to bring you 299 essential APP Development sounds. From loading screens to alerts, this is a must have sound pack for anyone developing an APP Based Game,
Price $9.99
10 Ground Materials #4 by Undoing Planets
10 PBR Materials
40 Textures, of resolution 4096x4096
For each material, the following textures are provided :
- diffuse + smoothness in alpha
- ao
- displacement
- normal
With HDRP you can enable tessellation with the LitTessellation shader.
This pack contains 10 ground materials mostly suited for outside scenes.
All materials are tileable and are a combination of 4K PBR textures.
Price $9.99
Pixel Art Space Background SHMUP by dylestorm
This game asset contains all the necessary parts you need to create a cool looking space / futuristic background for your shoot-em-up games. All images are separated, allowing you to customize the scene to fit your needs.
- 3 x corner block designs (48 x 80px)
- 3 x tiny cities ground design (80 x 80px)
- 2 x regular ground design (176 x 112px)
- 3 x nebula designs, 3 colors each (size range from 200+ to 400+px)
- 3 x planets (size range from 96 to 112px)
- 2 x star layers (270 x 480px)
- 1 x unique double turret enemy (48 x 48px)
- various small pipe parts
Do note ship assets shown in the screenshots are not included in this pack.
Price $6.99
Hyper Casual Obstacles Pack - Runner Game by Lokiana
Prefabs :
Obstacles - 100
Road - 24
Texture:
Obstacles - 512x512 (4 color)
Road - 512x512 (4 color)
Animation:
Obstacles - 62
Polygon count:
Min - 124
Max - 11.280
Types of materials and texture maps:
PSD
LOD information:
No
- Ready-to-use prefabs
- Animated obstacles
- All obstacles use 1 texture atlas
- Suitable for casual and hyper-casual projects.
Price $20.00
Anatomy Ultimate Pack by VP.Studio 3d
!!!Please note, the animation from the video is not included in the package!!!.
The models contain a large number of morph targets that can gradually grow on top of each other, disassemble the body into separate organs and muscles, creating incredible effects of growing the body or its decomposition, and in addition to procedural materials, the model has a huge amount procedural customization of shapes such as breathing and heartbeat, to intricate details such as muscle volume and fat distribution, as well as visual illustrations of blood circulation and other systems.
What can it be used for?
The model was designed so that it can be used for almost any purpose, Thanks to a well-optimized grid this model is suitable for games or applications even on a mobile device, allowing you to create anatomical atlases, surgeon simulators, or make smart systems for damaging the character and gradually decomposing or growing it, with control over how this will happen.
Detailing
If you need more detail, for example for cinematics, the set also includes models with 4 times increased detail for such purposes, which, coupled with 8K textures, will give amazing detail for your project.
Materials
Realistic materials with 8k textures
Compatibility and flexibility.
This project was created on the basis of Epic Skeleton, which gives full compatibility with all animation assets and allows you to easily integrate this asset into your existing project.
Prospects
Also, on the basis of this project, I plan to create new sets of characters, what does this mean for you? That, for example, a future package of soldier or zombie models will be as compatible as possible with this anatomical project right out of the box, so I hope to create an ecosystem where models from different projects will organically fit together and complement each other thereby increasing its value to the developer
If you have any questions or suggestions regarding the improvement of this model, please write to me, I will gladly listen to everything and answer it - vp.studio3d@gmail.com
Thank you!
Technical Details
Features:
Destructible
Rigged
LODs (4)
Rigged: Yes
Rigged to Epic skeleton:
Number of Animations: 7
Number of characters:7
Vertex counts of characters: 20000-180000
Number of Materials and Material Instances: 38
Number of Textures: 38
Texture Resolutions: 8192*8192
Supported Development Platforms:
Windows: Yes
Mac: Yes
Price $599.99
Medieval Coins by Viverna
Number of textures: 85
Types of materials and texture maps: PBR metallic Standard/HDRP
Texture dimensions: 512-1024
Polygon count of:
Bullion_A/B/C - 99/117/70 vert
Coin/A/B - 128/125/100 vert
Coin Koban A/B - 128/162 vert
Coin Qian - 148 vert
Square Coin - 82 vert
Number of meshes/prefabs: 29
Animation type list
UV mapping: Yes
Types of materials and texture maps (e.
Items:
Bullons -3
Coin(one sided) - 9
Coin(double sided) - 2
Old Coin- 3
Square coin(double sided) - 7
China coins - 3
Oval coins - 2
Price $9.99
URP FSR 1.0 Presets by JiRo Ent.
The values of the presets implemented in this tool are recommended by AMD, we are exposing each preset as an instance of a scriptable object if you want to control the values yourself, but AMD highly recommends keeping their own values which are as follows:
1- Ultra Quality (77% internal resolution, 8x MSAA)
2- Quality (67% internal resolution, 8x MSAA)
3- Balanced (59% internal resolution, 8x MSAA)
4- Performance (50% internal resolution, 8x MSAA)
Note: This tool is not an implementation of AMD FSR 1.0, Unity already did that in URP 14.0.7, this tool implements the presets of FSR 1.0 alongside a simple HUD that displays the current preset and Sharpness and FPS to help devs enable FSR on the fly and test the quality/performance gains...
- IMPORTANT NOTES:
“FSRManager” is a singleton class set to persist across scenes, meaning your FSR settings will carry on as you load another scene, this enables consistency and the option to put your settings in a Main Menu scene without having to worry about reapplying them in the game scene/scenes.
“FSRManager” employs OnValidate(), meaning you can change FSR presets and Sharpness in Edit mode as well and they’ll be applied to the game view.
The HUD that comes with this tool can also be enabled in Edit mode, it’ll report the current FSR preset and Sharpness, but won’t report FPS unless you’re in Play mode.
Need to install TextMeshPro for the UI Settings showcase to work.
AMD FidelityFX Super Resolution 1.0 is a powerful open-source technology added to Unity 2021.2 or URP 14.0.7 and up, it produces high resolution frames from lower resolution internal frame and doing so saves performance as the upscaling algorithm is typically more performant than native rendering, this can translate to higher FPS, or when battery life is a concern you can lock the frame rate to 30 or 60 and enable FSR to further lower the GPU usage and power consumption, "URP FSR Presets” implements AMD's recommended presets and enables developers to select any preset with 2 simple lines of code or just few Editor clicks, the presets implemented are as follows:
1- Ultra Quality
2- Quality
3- Balanced
4- Performance
Each preset configures the internal resolution of the game and the MSAA value before it gets fed to Unity's FSR algorithm to upscale it to native resolution.
Alongside the 4 presets this tool also implements a simple way to control FSR Sharpness value with 2 simple lines of code.
To assist developers in testing, we included a convenient HUD that displays the current FSR Preset, Sharpness value, and FPS.
Price $19.99
Forest Warrior Character - Fantasy RPG by Infinity PBR / Magic Pig Games
Support, Questions, News & Updates
➡️ Discord | YouTube | InfinityPBR.com
➡️ Support Files always has the latest shared scripts
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This versatile Forest Warrior package comes with 5 body texture sets, 5 armor, and multiple eye textures, a ton of animations, and mesh morphing for further customization of the character.
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Bonus Files
⚡ [Coming Soon] Forest Warrior - Bonus Files #1 (Substance Painter files)
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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.
CUSTOMIZABLE
Most packages include mesh morphing, and many will include music, sound effects, concept art, and more.
RENDER PIPELINES: BUILT-IN, URP, HDRP
Textures will work with legacy shaders (Unity 5 and beyond), and can be upgraded to URP and HDRP. Pack is shippted in Built-in.
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.
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Support, Questions, News & Updates
➡️ Discord | YouTube | InfinityPBR.com
➡️ Support Files always has the latest shared scripts
--------------------------------------------------
If you do purchase this package, thank you very much! Please leave a rating and review so others can find out what's what about it! If you have any problems, requests or anything else, visit me on Discord.
Price $50.00
Halloween Cemetery by Art Equilibrium
Number of prefabs 102
Number of textures 112
Texture sizes 2048x2048
Number of materials 26
Minimum polygon count 2
Maximum polygon count 66570
UV mapping: Yes
LOD information 3 of levels
Types of materials and texture maps PBR
Screenshots and videos are made in the HDRP version
SRP, HDRP, and URP are supported out of the box. When importing an asset, select the pipeline you need. How to load the pipeline you need correctly there is a screenshot in the asset description.
This is an asset created for the Halloween holiday. Next year I plan to update this project and add new models.
Optimization
The LOD system usually consists of 3 groups. On texel props 512-1024 px/m
If you have any questions please contact us art_equilibrium.studio@mail.ru
Price $27.99
AutoMover Pro by Two Units
Automated movement along curves.
Customize:
- Face forward on/off
- Dynamic/static up-vector when facing forward
- Allow moving anchor points in editor
- Length
- Step count
- Start delay
- Delay between loops
- Run automatically on start or manually
- Stop after X loops
- Stop every X seconds for Y seconds
- Slow down on curves
- Turn rate when slowing
- Deceleration time when slowing
- Rotation logics: spherical or linear
- Looping styles: repeat, bounce or loop
- Curve styles: linear, bezier, spline or spline through anchor points
- Anchor point space: world, local or child
- Delay changes until after current loop
- Export curve as GameObjects
- Include mesh when exporting curve
- Position or rotation noise
- Noise type: random or sine
- Noise amplitude
- Noise frequency
Pro Version
AutoMover Pro is the full version of AutoMover. The Pro version includes multiple improvements and additional features over the free version.
Features
With a few clicks, you can make objects move along curves, generate noise in the movement and customize the curve. The Pro version includes all base features of AutoMover Free as well as additional features such as the following:
- New anchor point space option: Child space
- New noise type: Smooth random
- New curve type: Spline through anchor points
- Scale included in anchor points
- Option to stop the movement every X seconds for Y seconds
- Option to always face forward
- Option to slow down on tight curves, including adjustable turn rate and deceleration time
- Pause/Play-button on inspector for runtime
- Button to export the curve as GameObjects, with the option to include the mesh itself
- Multiple small improvements over the free version, such as more general undo support, movable anchor points in editor window, multi-object editing, customizable step count and anchor point weighting
Easy to use
AutoMover doesn't need a fancy editor to use: simply click a button to add anchor points and the curves are created for you! The curves are visualized with gizmos, and there are demos showcasing all main features of AutoMover. With AutoMover, there is barely any learning curve. All the features are usable either from the editor or directly using C#.
Efficient
All curves are precomputed and handled in coroutines, resulting in a very smooth experience.
Free version
If the base features are enough for you, or you want to get familiar with the asset first, check out the Free version.
Support
If you have any questions or suggestions for additional functionality for AutoMover, do not hesitate to contact us via email!
If you find this tool helpful, please let us know by leaving a review. All feedback is appreciated.
Price $19.00
Swimwear Character Pack Vol.2 by Game Asset Studio
[Features] - Wide Variety of Swimsuits
School swimsuits, competitive swimsuits, high-leg one-pieces, tankinis, triangle bikinis, and bandeau bikinis are available for female characters.
For male characters, competitive swimsuits, surf pants, trunks, board shorts, and half pants are available.
- A Full Lineup of Beach Items
The pack includes sun visors visors, flip flops, sunglasses, Panama hats, straw hats,
snorkels, floats swim rings, beach balls, and 3D models of surfboards.
- 53 Types of Motions
A wide variety of motions are available for immediate use in game creation, such as " standby," " move," "float on a float," "hold a beach ball," "hold a surfboard," etc.
Take your projects to the next level with the Characters in Swimwear Pack Vol.2.
Enjoy a great beach experience anytime!
Price $39.99
