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Monster Library Vol 2 by Khron Studio

Asset Store newest packages - 2021, January 29 - 10:09
107 sound effects divided in:
- Performing attacks (different intensities)
- Receiving attack sounds
- Deaths
- Growls
- Shouts
- Eating
- Breathings
- Footsteps
- Grunts
- Screams

- All sounds are free of unwanted noise or reverberation

Preview
Soundclound Link

Features:
- 107 unique monster sounds
Number of Audio Waves: 107
Number of Audio Cues: 141
Sample rate / bit rate: 44,100 Hz / 16 bits
Do Sound FX loop: Some
Minutes of audio provided: 4 minutes and 1 second
Documentation: https://drive.google.com/file/d/1NPcW1frFKtjxOI1CnUq2FKnSUFkUrWJR/view?usp=sharing
Supported Development Platforms: All
For any question or problem contact me: khronstudio@gmail.com
Price $9.99

Adventure Music Pack VG by Vintgrim

Asset Store newest packages - 2021, January 29 - 10:09
This pack contains 7 adventure style tracks ready to be used in your game. Each track comes with an additional loop version and two of the tracks also includes an alternate version.

Contents
01. Garden (02:12) + loop (01:46)
02. Path To Dhaara (02:28) + loop (01:44)
03. Winged Spirits (02:09) + alternate version (02:09) + loop (01:59)
04. Quest (02:06) + loop (01:59)
05. Time (02:01) + alternate version (02:01) + loop (02:02)
06. Grimwood (02:50) + loop (01:35)
07. War Lust (02:04) + loop (01:02)


Technical specs: 44kHz 16bit wav
Price $19.99

Boat With Oars by Rescue3D Game Assets

Asset Store newest packages - 2021, January 29 - 09:45

High-quality PBR  low-poly 3D model of Boat With Oars.
It is best for use in games and other VR / AR, real-time applications.
Model is built with great attention to detail and realistic proportions with correct geometry. We have made every effort to ensure that the PBR textures are as detailed as possible and made with the greatest care.

Technical details:
- 2 PBR textures sets (details below)
- 1821 Triangles.
- 1763 Vertices.
- Boat model is one mesh.
- The oar model is one, separated mesh.
- Model is completely unwrapped.
- Model is fully textured with all materials applied.
- Pivot points are correctly placed to suit the optional animation process.
- Model scaled to approximate real-world size (centimeters).
- All nodes, materials, and textures are appropriately named.

PBR Texture sets details:
- 4096 Main Body texture set (Albedo, Metallic / Smoothness, Normal, AO)
- 1024 Oar object texture set (Albedo, Metallic / Smoothness, Normal, AO)


Price $9.00

Heavy Royal Knight by Alesky

Asset Store newest packages - 2021, January 29 - 09:40

Low-Poly Rigged PBR Character - Heavy Royal Knight

Humanoid Rig

3 Armor Skin (Silver,Gold,Black)

2 Attached weapon (You can change it to any other weapon or remove)

BlandShape for Open Helmet Visor

20 Animations

attack(x5),walk(x1),run(x1),death(x3),Idle(x4),getHit(x2),sneer(x1),jump(x4)

Textures : AlbedoTransparency, MetallicSmoothness, Normal, AO

Texture Map: 4096x4096

Verts : 22000


Price $27.00

50 Brick Materials Ready, Volume. 6 by Interactive Arts

Asset Store newest packages - 2021, January 29 - 09:34

 

Reference and Documentations

Shader Smart: Brick, Stonewall Specified | Details & User Guide

 

Introduction

This package contains a set of 50 ready-to-use materials, tiering from advanced and mobile. A set of 402 seamless textures are included, resolutions varying from 1024 by 1024 and 512 by 512. All materials are powered by “Shader Smart: Brick, Stonewall Specified”, with high customizability and extra features introduced as:  

1) Surface Grunge

Surface Grunge function has been introduced, where the color and brightness can be adjusted based on the grunge map distribution, the Roughness and Normal bias on the grunge pattern can be individually adjusted as well.

2) Secondary Normal

A minor Normal map is introduced, where users have full control over its strength, bias value, and intensity ratio respect to the primary Normal.

Varies input functionalities are introduced to each shader for optimizations of the rendering power, and enhancements for the graphic quality.

 

Features

Albedo: Color Bias | Contrast | Brightness

Surface Grunge: Individual Tiling and Offsets | Minor UV Scale | Contrast | White/Black Channel Strength | Brightness Bias | Roughness Bias | Normal Bias

Specular: Contrast | White/Black Channel Strength | Threshold | Strength | Shift

Roughness: Contrast | White/Black Channel Strength | Strength

Normal: Strength | Bias

Secondary Normal: Strength | Secondary to Primary Ratio | Bias

Texture Coordinates: Rotation | UV Tiling | UV Offset

 

Tech Details and Specifications

Numbers of Shaders: 2

Numbers of Advanced Materials: 25

Numbers of Advanced Material Textures: 125

Advanced Material Texture Resolution: 1024 by 1024 (seamless)

Numbers of Mobile Materials: 25

Numbers of Mobile Material Textures: 75

Mobile Material Texture Resolution: 512 by 512 (seamless)

Numbers of Additional Textures: 2

Numbers of Demo Scenes: 6

Surface Grunge | Secondary Normal | Independent Tiling and Offset | Texture Rotation

PBR Based Rendering

SM 5.0 | SM 3.0 | Full Forward Shadows | Standard Specular

Supported Platforms: PS5 | PS4 | Xbox One | PC | iOS | Android 

Render Type: Opaque

Interactive Arts has full copy rights of all textures, materials, and shaders. Users may not independently redistribute any contents for business purposes.


Price $24.99

75 Brick Materials Ready, Volume. 6 by Interactive Arts

Asset Store newest packages - 2021, January 29 - 09:34

Reference and Documentations

Shader Smart: Brick, Stonewall Specified | Details & User Guide

 

Introduction

This package contains a set of 75 ready-to-use materials, tiering from professional, advanced, and mobile. A set of 352 seamless textures are included, resolutions varying from 2048 by 2048, 1024 by 1024, and 512 by 512. All materials are powered by “Shader Smart: Brick, Stonewall Specified”, with high customizability and extra features introduced as:  

1) Tessellation

Users have full control over the tessellation including tessellation multiplier, tessellation displacement amplitude, tessellation map strength, and an overall tessellation gray scale level offset shift.

2) Surface Grunge

Surface Grunge function has been introduced, where the color and brightness can be adjusted based on the grunge map distribution, the Roughness and Normal bias on the grunge pattern can be individually adjusted as well.

3) Secondary Normal

A minor Normal map is introduced, where users have full control over its strength, bias value, and intensity ratio respect to the primary Normal.

Varies input functionalities are introduced to each shader for optimizations of the rendering power, and enhancements for the graphic quality.

 

Features

Albedo: Color Bias | Contrast | Brightness

Surface Grunge: Individual Tiling and Offsets | Minor UV Scale | Contrast | White/Black Channel Strength | Brightness Bias | Roughness Bias | Normal Bias

Specular: Contrast | White/Black Channel Strength | Threshold | Strength | Shift

Roughness: Contrast | White/Black Channel Strength | Strength

Normal: Strength | Bias

Secondary Normal: Strength | Secondary to Primary Ratio | Bias

Ambient Occlusion: Contrast | Base value

Tessellation Displacement: multiplier | Amplitude | Strength | Shift

Texture Coordinates: Rotation | UV Tiling | UV Offset

 

Tech Details and Specifications

Numbers of Shaders: 3

Numbers of Professional Materials: 25

Numbers of Professional Material Textures: 150

Professional Texture Resolution: 2048 by 2048 (seamless)

Numbers of Advanced Materials: 25

Numbers of Advanced Material Textures: 125

Advanced Material Texture Resolution: 1024 by 1024 (seamless)

Numbers of Mobile Materials: 25

Numbers of Mobile Material Textures: 75

Mobile Material Texture Resolution: 512 by 512 (seamless)

Numbers of Additional Textures: 2

Numbers of Demo Scenes: 9

Numbers of Demo Meshes: 2

Tessellation | Surface Grunge | Secondary Normal | Independent Tiling and Offset | Texture Rotation

PBR Based Rendering

SM 5.0 | SM 3.0 | Full Forward Shadows | Standard Specular

Supported Platforms: PS5 | PS4 | Xbox One | PC | iOS | Android 

Render Type: Opaque

Interactive Arts has full copy rights of all textures, materials, and shaders. Users may not independently redistribute any contents for business purposes.


Price $34.99

Space Western Music Pack by Duda Larson

Asset Store newest packages - 2021, January 29 - 09:18
Music pack for western inspired games!

♫ Listen to the Preview

Includes:
→ 4 Loopable Tracks for Menu or Ingame Music Background
→ 3 Music Stingers for Events such as Victory or Defeat.
Price $4.99

Flintlock gun low poly by Ludashov Anton

Asset Store newest packages - 2021, January 29 - 09:17
3d model of a flintlock pistol.

Textures: 2k

Formats: FBX

Polygons: 843
Vertices: 922

Price $10.00

Take a ride with the Auto Showroom Sample Template and Volvo XC40 Recharge

Unity Blog - 2021, January 29 - 08:01

The Auto Showroom Sample Template will be available later today – in the meantime, get a glimpse of what to expect below. Our latest sample template features a photorealistic, adjustable showroom with a 3D model of Volvo Cars’ electric SUV XC40 Recharge. Jumpstart the creative process and learn how to showcase your products in high-fidelity […]

The post Take a ride with the Auto Showroom Sample Template and Volvo XC40 Recharge appeared first on Unity Technologies Blog.

How Respawn took VR Above and Beyond the status quo

Unity Blog - 2021, January 29 - 00:26

Medal of Honor: Above and Beyond is one of the most ambitious projects Respawn has ever undertaken. An action packed, incredibly immersive VR experience set in World War II with a deep single player campaign and full-feature multiplayer, MOHAB is testing the limits of Virtual Reality. Players step into the boots of an agent of […]

The post How Respawn took VR Above and Beyond the status quo appeared first on Unity Technologies Blog.

Map your augmented reality journey with Unity

Unity Blog - 2021, January 28 - 19:24

When your company is taking the very first step on your journey to AR, it helps to have a map. Unity’s got you covered every step of the way with tips and tools to steer you closer to launch. Augmented reality is becoming adopted across more diverse industries, and employed in increasingly common applications, at […]

The post Map your augmented reality journey with Unity appeared first on Unity Technologies Blog.

Supercar @ 60

Austin Tate's Blog - 2021, January 28 - 17:25

This is an extended version of an article which appeared at https://www.gerryanderson.co.uk/ on 28th January 2021 –
60th Anniversary of the first broadcast of Supercar on TV.

Supercar – The Wonder of the Age for Six Decades!

First Broadcast: 28th January 1961
https://en.wikipedia.org/wiki/Supercar_(TV_series)

Gerry Anderson TV was a backdrop to my school years in the early 1960s, a favourite when returning home from school. Having seen the programmes from Twizzle, Torchy and Four Feather Falls.. Kaiya Kalamakooya kala kaiya! … and beyond. But my absolute favourite was always Mike Mercury in Supercar!

Supercar is an experimental multi-purpose vertical take-off and landing craft. As well as its ability to fly, Supercar can travel on and under water, on land with a ground effect cushion from its vertical boosters, and even go into space. It is designed to perform a range of missions including search and rescue. Supercar is based at the Supercar team base in the remotely located Black Rock Laboratory within Black Rock Desert in Nevada, USA.

Well… there she is Mike….Supercar! [YouTube Episode 1 (3:25)]

… exclaimed by Professor Popkiss to Mike Mercury as Supercar is finishing a ground test in the first episode still sends tingles through my spine. The tech details were really appealing to my interests in science, engineering and aerospace. All the procedures for the familiar Gerry Anderson “launch sequence” began in Supercar…

Charging port engine, …, 9000, 12000, 15000, interlock on, Fire One

There are lots of superb details. I like the one where Dr. Beaker is examining a Supercar engines test and commenting on the crazing of the ceramic material of the blast shield. Reg Hill did a fine job of designing Supercar and giving it exciting capabilities on land, under the sea, in the air and even into space.

The sound effects for Supercar startup and flight added much to the atmosphere and Barry Gray’s music added a lot to all the Gerry Anderson TV series.. and Supercar has a very rich repertoire of themes and incidental music. The “Mike Mercury March” (aka “Mike’s Theme”) played as Supercar races to the scene of another rescue is wonderful.

While still at school I was so keen that I arranged a petition and got thousands of signatures from locals to send to ITV and AP Films to ask them to produce more episodes and show Supercar more on TV.

Having seen adverts in TV Comic, I was an early member of the Supercar Club which had a tie up with National Benzole “Super National” petrol and produced a flexi-disc with a Supercar story along with the Supercar theme and more Barry Gray music. I still smile when I remember my dad pulling into a National station to fill up, and as we drove away he accelerated fast and shouted out “zooooom”. The annuals each year, several Shipton Plastics “Plaston” PVC models (which we floated in our fish pond and tried to film in action in front of a back projection sheet), Budgie diecast Supercars and more merchandise followed. My dad, who had been in the Royal Navy, even got me a captain style peaked cap like Mike Mercury wore which I mounted my Supercar wings on.

It is wonderful that over the years since then we have been able to get the whole 39 episodes of Supercar from Series One and Series Two on DVD and that many new merchandising items and fan produced materials have appeared to keep the contents alive.


TV Comic ran strip stories in colour for many years and promoted the “Supercar Club” offering a golden “wings” badge and pilots licence to members.

When Supercar was still on air in the early 1960s, I was taken by my dad to a TV trade show at Earls Court on London, as he ran a TV retail and repair store. And as we went around I heard a loud announcement that “Anything can happen in the next half hour”! Turning round to the big screen just in time to see the black and white image turn to COLOUR and STINGRAY appear. So there was plenty to look forward to, even though Supercar remained my interest.


A number of scientists and engineers have noted how they were influenced in their career choices and areas of interest from watching early Gerry Anderson programmes. And so it was in my case too. The Black Rock Laboratory team under Professor Popkiss and Doctor Beaker created Supercar (fictionally) using a grant from the US Air Force and their research people. Reality can follow fiction… I have (in real life) received research funding for my Artificial Intelligence work on planning, command and control of spacecraft and in search and rescue applications from the US Air Force Research Laboratory and the US Defense Advanced Research Agency (DARPA) using the very same research mechanism that funded the X-15 rocket plane (and, one imagines, Supercar).

I have been fortunate to be part of the international community who continue to enjoy Gerry Anderson TV and work with some very creative people all round the world who are also very interested in Supercar over the years.

60 years later and Supercar is still in my life via the detailed and accurate 3D models produced 25 years ago with friends and collaborators around the globe and still looking good today as computer graphics have improved. The fan produced resources and computer models created with others internationally has enabled me to create virtual world and virtual reality experiences to continue to enjoy Supercar, to visit the (virtual) Black Rock Laboratory and take Supercar out for a spin in flight simulators and space simulators.

Mick Imrie in the UK in the late 1990s created Supercar and Black Rock Laboratory 3D computer models, originally in Cinema4D and subsequently ported by others in the Gerry Anderson Model Makers Alliance (GA-MMA) to Studio 3D Max, Lightwave, etc. See Supercar 3D Model – Mick Imrie and Austin Tate – 1998

Shane Pickering, a graphic artist and private pilot in New Zealand, in the late 1990s worked on schematics and internal details for Supercar compatible with the TV shows and annuals. See Supercar Schematics – Shane Pickering and Austin Tate – 1999.

Brian Douglas, a Microsoft Flight Simulator enthusiast in the UK, worked with me in 2003 to improve the visual appearance and flight dynamics for the earlier versions of Supercar for Flight Simulator I had created. Iain Murray and I worked to improve my earlier Black Rock Laboratory scenery for Flight Simulator. See Supercar for Flight Simulator – 1996-2003.

Kez Wilson at Misc!Mayhem in Texas created the Supercar Comic published in 2003, working with script writer Michael Wolff, and I was happy to help with its production using our 3D models used to get accurate outlines for rotascoping of some image panels. I met up with Kez and Graydon Gould, the voice of Mike Mercury, at a Fanderson event that same year. Kez and I created a Supercar Club 2000 to give new resources to fellow fans. See Supercar Comic – Kez Wilson and Michael Wolff – 2001-2003.


Playing Mantis in the USA produced the Johnny Lighting miniature diecast Supercar models originally in 2001 with colouring reflecting “The Little Golden Book” drawn images. Working with their designer Alan Pletcher I was able to give a little input to improve the later versions for colour and details to better reflect Supercar as seen on TV. I was fortunate to get deliveries of each new variant and limited edition that came out over the following years.

I have also had fun interactions with Martin Woodhouse (who along with his brother Hugh wrote the stories for Supercar series one), Dirk Maggs and some of the good folks at Fanderson.

The fan produced resources and computer models created with others internationally has enabled me to create virtual world and virtual reality experiences to continue to enjoy Supercar, to visit the (virtual) Black Rock Laboratory and take Supercar out for a spin in flight simulators and space simulators. See Supercar for Virtual Worlds and Virtual Reality.



Roof Doors Open!

References

More info, computer models and images: http://www.aiai.ed.ac.uk/~bat/GA/supercar.html

Supercar at 60 in OpenSimulator


Supercar 60th Anniversary Limited Edition Treasury Box

Availability March 2021 – Anderson Entertainment – Supercar 60th Anniversary Limited Edition Treasury Box (alternative URL: http://andr.sn/supercar60). Limited to 300 units worldwide. Reversable DVD cover art by Chris Thompson (who also did the Pilot’s Licence Replica artwork) and new artwork by Lee Sullivan and Tim Keable. The replica Supercar Licence is individually numbered (my set was 60 277). Note the spacing of “Made Expressly for THE SUPER CAR CLUB” on the backing card for the Supercar Wings badge. As confirmed by Jamie Anderson, this is a deliberate nod to the original backing card from the maker… J.R. GAUNT & SON LTD (Ribbon Makers).

Supercar @ 60

Austin Tate's Blog - 2021, January 28 - 17:25

This is an extended version of an article which appeared at https://www.gerryanderson.co.uk/ on 28th January 2021 –
60th Anniversary of the first broadcast of Supercar on TV.

Supercar – The Wonder of the Age for Six Decades!

First Broadcast: 28th January 1961
https://en.wikipedia.org/wiki/Supercar_(TV_series)

Gerry Anderson TV was a backdrop to my school years in the early 1960s, a favourite when returning home from school. Having seen the programmes from Twizzle, Torchy and Four Feather Falls.. Kaiya Kalamakooya kala kaiya! … and beyond. But my absolute favourite was always Mike Mercury in Supercar!

Supercar is an experimental multi-purpose vertical take-off and landing craft. As well as its ability to fly, Supercar can travel on and under water, on land with a ground effect cushion from its vertical boosters, and even go into space. It is designed to perform a range of missions including search and rescue. Supercar is based at the Supercar team base in the remotely located Black Rock Laboratory within Black Rock Desert in Nevada, USA.

Well… there she is Mike….Supercar! [YouTube Episode 1 (3:25)]

… exclaimed by Professor Popkiss to Mike Mercury as Supercar is finishing a ground test in the first episode still sends tingles through my spine. The tech details were really appealing to my interests in science, engineering and aerospace. All the procedures for the familiar Gerry Anderson “launch sequence” began in Supercar…

Charging port engine, …, 9000, 12000, 15000, interlock on, Fire One

There are lots of superb details. I like the one where Dr. Beaker is examining a Supercar engines test and commenting on the crazing of the ceramic material of the blast shield. Reg Hill did a fine job of designing Supercar and giving it exciting capabilities on land, under the sea, in the air and even into space.

The sound effects for Supercar startup and flight added much to the atmosphere and Barry Gray’s music added a lot to all the Gerry Anderson TV series.. and Supercar has a very rich repertoire of themes and incidental music. The “Mike Mercury March” (aka “Mike’s Theme”) played as Supercar races to the scene of another rescue is wonderful.

While still at school I was so keen that I arranged a petition and got thousands of signatures from locals to send to ITV and AP Films to ask them to produce more episodes and show Supercar more on TV.

Having seen adverts in TV Comic, I was an early member of the Supercar Club which had a tie up with National Benzole “Super National” petrol and produced a flexi-disc with a Supercar story along with the Supercar theme and more Barry Gray music. I still smile when I remember my dad pulling into a National station to fill up, and as we drove away he accelerated fast and shouted out “zooooom”. The annuals each year, several Shipton Plastics “Plaston” PVC models (which we floated in our fish pond and tried to film in action in front of a back projection sheet), Budgie diecast Supercars and more merchandise followed. My dad, who had been in the Navy, even got me a captain style hat like Mike Mercury wore which I mounted my Supercar wings on.

It is wonderful that over the years since then we have been able to get the whole 39 episodes of Supercar from Series One and Series Two on DVD and that many new merchandising items and fan produced materials have appeared to keep the contents alive.


TV Comic ran strip stories in colour for many years and promoted the “Supercar Club” offering a golden “wings” badge and pilots licence to members.

When Supercar was still on air in the early 1960s, I was taken by my dad to a TV trade show at Earls Court on London, as he ran a TV retail and repair store. And as we went around I heard a loud announcement that “Anything can happen in the next half hour”! Turning round to the big screen just in time to see the black and white image turn to COLOUR and STINGRAY appear. So there was plenty to look forward to, even though Supercar remained my interest.


A number of scientists and engineers have noted how they were influenced in their career choices and areas of interest from watching early Gerry Anderson programmes. And so it was in my case too. The Black Rock Laboratory team under Professor Popkiss and Doctor Beaker created Supercar (fictionally) using a grant from the US Air Force and their research people. Reality can follow fiction… I have (in real life) received research funding for my Artificial Intelligence work on planning, command and control of spacecraft and in search and rescue applications from the US Air Force Research Laboratory and the US Defense Advanced Research Agency (DARPA) using the very same research mechanism that funded the X-15 rocket plane (and, one imagines, Supercar).

I have been fortunate to be part of the international community who continue to enjoy Gerry Anderson TV and work with some very creative people all round the world who are also very interested in Supercar over the years.

60 years later and Supercar is still in my life via the detailed and accurate 3D models produced 25 years ago with friends and collaborators around the globe and still looking good today as computer graphics have improved. The fan produced resources and computer models created with others internationally has enabled me to create virtual world and virtual reality experiences to continue to enjoy Supercar, to visit the (virtual) Black Rock Laboratory and take Supercar out for a spin in flight simulators and space simulators.

Mick Imrie in the UK in the late 1990s created Supercar and Black Rock Laboratory 3D computer models, originally in Cinema4D and subsequently ported by others in the Gerry Anderson Model Makers Alliance (GA-MMA) to Studio 3D Max, Lightwave, etc. See Supercar 3D Model – Mick Imrie and Austin Tate – 1998

Shane Pickering, a private pilot in New Zealand, in the late 1990s worked on schematics and internal details for Supercar compatible with the TV shows and annuals. See Supercar Schematics – Shane Pickering and Austin Tate – 1999.

Brian Douglas, a Microsoft Flight Simulator enthusiast in the UK, worked with me in 2003 to improve the visual appearance and flight dynamics for the earlier versions of Supercar for Flight Simulator I had created. See Supercar for Flight Simulator – 1996-2003.

Kez Wilson at Misc!Mayhem in Texas created the Supercar Comic published in 2003, working with script writer Michael Wolff, and I was happy to help with its production using our 3D models used to get accurate outlines for rotascoping of some image panels. I met up with Kez and Graydon Gould, the voice of Mike Mercury, at a Fanderson event that same year. See Supercar Comic – Kez Wilson and Michael Wolff – 2001-2003.


Playing Mantis in the USA produced the Johnny Lighting miniature diecast Supercar models originally in 2001 with colouring reflecting “The Little Golden Book” drawn images. Working with their designer Alan Pletcher I was able to give a little input to improve the later versions for colour and details to better reflect Supercar as seen on TV. I was fortunate to get deliveries of each new variant and limited edition that came out over the following years.

I have also had fun interactions with Martin Woodhouse (who along with his brother Hugh wrote the stories for Supercar series one), Dirk Maggs and some of the good folks at Fanderson.

The fan produced resources and computer models created with others internationally has enabled me to create virtual world and virtual reality experiences to continue to enjoy Supercar, to visit the (virtual) Black Rock Laboratory and take Supercar out for a spin in flight simulators and space simulators. See Supercar for Virtual Worlds and Virtual Reality.



Roof Doors Open!

References

More info, computer models and images: http://www.aiai.ed.ac.uk/~bat/GA/supercar.html

Supercar at 60 in OpenSimulator


Supercar 60th Anniversary Limited Edition Treasury Box

Availability February 2021 – Anderson Entertainment – Supercar 60th Anniversary Limited Edition Treasury Box (alternative URL: http://andr.sn/supercar60). Reversable DVD cover art by Chris Thompson (who also did the Pilot’s Licence Replica artwork) and new artwork by Lee Sullivan and Tim Keable. Note the spacing of “Made Expressly for THE SUPER CAR CLUB” on the backing card for the Supercar Wings badge. As confirmed by Jamie Anderson, this is a deliberate nod to the original backing card from the maker… J.R. GAUNT & SON LTD (Ribbon Makers).

CC2D Essential Bundle by Simpleton

Asset Store newest packages - 2021, January 28 - 15:44
ESSENTIAL BUNDLE
CC2D Essential Bundle is a bundle that includes 3 assets. After purchasing this bundle, visit each package listed below, and you will be able to get them for free.

Character Creator 2D
Daily Life Pack for Character Creator 2D
Sci-Fi Pack for Character Creator 2D


Get started with Character Creator 2D!
Along with the base CC2D, you'll also get Daily Life and Sci-Fi packs! Providing extra customization options for your characters!

Don't forget to check out more add-ons here!

Web Demo | Forum | Documentation


Price $55.00

3D Humanoid Koala by Natural creative

Asset Store newest packages - 2021, January 28 - 15:40
3D Humanoid Koala
A low-poly Humanoid Koala character with hand painted high quality texture.This character use AR,VR,mobile Game,pc game and any different projects.
The Character humanoid mecanim system rig..
Fully supports mecanim humanoid animation system.I hope you like this game ready asset..
Technical Details:
Model-Low poly,Clean topology and completely UVunwrapped model.
FBX version is 2016 but older versions can be provided on request.
Polycount Panda -Virtex:6971,faces:6891,Tris:13672.
Textures- 3 different colour textures,Koala_01,Koala_02,and Koala_03.
character is using 4096*4096 diffuse textures and one material for the character.Textures format PNG.
Rig-humanoid mecanim system rig.Fully supports mecanim humanoid animation system.
Animation-27 Root Motion animation file.
Walk forward,walk back,walk left,walk right,idle_01,Idle_02,Idle_03,Attack_01,Attack_02,Attack_03,
Dying,Dying_02,Stand_Up,Sitting,Run Forward,Standard Run,Run back,Run Left,Run Right,Running Slide,
Talking,Jump,Jump to run,Waving Gesture,Looking around,Dancie_01,Dance_02.
Contact:.
Website: Website
Email
Animation Demo Link
NOTE-
Unity Version 2019.2 or higher.Feel free to contact me anything about this project.
Background artwork images only for demonstration purpose use.
Price $16.99

Summon monster by HATOGAME

Asset Store newest packages - 2021, January 28 - 15:17
A high-quality animated monster characters for your games.
Character has 9 animations.

[ Animaton ]
attack 1,2
idle
battleidle
run
walk
hit
sturn
die

[ PBR texture (2048-2048 size) ]
-Albedo
-Metallic
-Normal

[ Polycount ]
Polys: 2,920
Verts: 2,719

Thank you.
Price $7.99

HQ Modern Sofa Set by Bright Vision Game

Asset Store newest packages - 2021, January 28 - 14:30
HQ Modern Sofa Set

This package Contains 3 different type high quality models of modern style furniture, Created with Altasted Map for quick rendering. It is very usefull for VR and AR, mobile and PC. All textures are TGA and PNG format 2048x2048 in size.

Features:

• 4 Materials

• ArmChair1:
-Tris: 3622, Verts: 2070

• ArmChair3:
-Tris: 508, Verts: 272

• Sofa 1:
-Tris: 7446, Verts: 4453

Type textures:
-Albedo map
-Normal map
-AO map
-Metallic smoothness
All source files are included in this package.

Bright Vision Game is a team of 3D Game artists with over a decade of experience in the field.

Also check out our other models, just click on our user name to see complete gallery.

Bright Vision Game

Price $4.99

HQ Modern Armchair Pack by Bright Vision Game

Asset Store newest packages - 2021, January 28 - 14:30
HQ Modern Armchair Pack

This package Contains 5 different type high quality models of modern style furniture, Created with Altasted Map for quick rendering. It is very usefull for VR and AR, mobile and PC. All textures are TGA and PNG format 2048x2048 in size.

Features:

• 5 Materials

• ArmChair1:
-Tris: 3622, Verts: 2070

• ArmChair2A:
-Tris: 3105, Verts: 2720

• ArmChair2B:
-Tris: 3103, Verts: 2703

• ArmChair6:
-Tris: 1100, Verts: 644

• ArmChair13:
-Tris: 1668, Verts: 1102

Type textures:
-Albedo map
-Normal map
-AO map
-Metallic smoothness

All source files are included in this package.

Bright Vision Game is a team of 3D Game artists with over a decade of experience in the field.

Also check out our other models, just click on our user name to see complete gallery.

Bright Vision Game

Price $4.99

HQ Modern Style Furniture Pack by Bright Vision Game

Asset Store newest packages - 2021, January 28 - 14:30
HQ Modern Style Furniture Pack

This package Contains 9 different type high quality models of modern style furniture, Created with Altasted Map for quick rendering. It is very usefull for VR and AR, mobile and PC. All textures are TGA and PNG format 2048x2048 in size.

Features:

• 9 Materials

• ArmChair1:
-Tris: 3622, Verts: 2070

• ArmChair2A:
-Tris: 3105, Verts: 2720

• ArmChair2B:
-Tris: 3103, Verts: 2703

• ArmChair3:
-Tris: 508, Verts: 272

• ArmChair6:
-Tris: 1100, Verts: 644

• ArmChair13:
-Tris: 1668, Verts: 1102

• ArmChair14A:
-Tris: 1268, Verts: 717

• ArmChair14B:
-Tris: 1268, Verts: 717

• Sofa 1:
-Tris: 7446, Verts: 4453

Type textures:
-Albedo map
-Normal map
-AO map
-Metallic smoothness

All source files are included in this package.

Bright Vision Game is a team of 3D Game artists with over a decade of experience in the field.

Also check out our other models, just click on our user name to see complete gallery.

Bright Vision Game

Price $15.00

Old Canister by ESsplashkid

Asset Store newest packages - 2021, January 28 - 14:28
Old Canister - Realistic 3Dmodel.

Features:
1-meshes
4-textures
1-prefabs
1-material
Geometry:
-Old Canister asset - 1150 polygons
-Old Canister colliders - boxcollider
-total faces - 1150 polygons

Formats:
- Fbx

Texture:
- Png - 2048x2048pxl
Albedo
Normal
Roughness
Metallic

Contact information:
- Sketchfab

Price $4.99

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