Hyper-Casual Characters Stickman sphere head skins vol.4 Helloween by Bizulka
Skins for stickman sphere head:
Animations are NOT included
Stickman Witch: 2493 verts, 3286 tris
Stickman Pirate: 4262 verts, 5606 tris
Stickman Mummy: 3408 verts, 4298 tris
Stickman Death Suit: 2175 verts, 3034 tris
Stickman Ghost: 2216 verts, 2798 tris
Stickman Crazy doctor: 2672 verts, 3588 tris
Broom: 153 verts, 194 tris
Scythe: 113 verts, 96 tris
Flask: 192 verts, 328 tris
Features:
+The stickman has attached skeleton.
+The colors are applied to the materials. You can colorise your clothes of your choice.
+Each item of clothing is a separate object.
Model supports humanoid animations from Mixamo.com and assetstore.
Animations for demonstration in the video were taken from Mixamo.com.
This animations can be downloaded for free from www.mixamo.com.
List of animations used in the video:
Goofy running
Run
Another stickman sphere head skins
Hyper-Casual Characters Stickman sphere head skins vol. 1 city
Hyper-Casual Characters Stickman sphere head skins vol.1 gang
Hyper Casual Characters Stickman sphere head skins vol .1 sports
Hyper-Casual Characters Stickman sphere head skins vol.2 riot police
Hyper-Casual Characters Stickman sphere head skins vol.3 Clown
CONTACTS
Contact email: YuliyaRyd@gmail.com
My works on
https://www.artstation.com/yulisryd
Price $22.99
Adam | Stylized, Lowpoly Male Character by Mahalle Games
The package contains a camera and player controller script. There is also an animation controller. This animation controller consists of 4 basic animations which are walking, jumping, running, and idle animations. In addition, this character is suitable for Mixamo animations.
Properties:
Camera follow script
Character controller
Animation controller
4 basic animations (walking, running, jump & idle)
4 prefabs
1 fbx
1 texture 1024x1024
1 material
Triangles:
2300-3500
The character is properly rigged, you can use any animation you want.
Price $4.99
SciFi Arlin by Romasanta
Suitable for games of different genres RPG, strategy etc.
Two UV sets
body (4096x4096)
hairs(4096x4096)
Four skins( )
Skin1, Skin3
faces 11687
verts 10369
tris 18090
skin2,Skin4 faces 10340
verts 8643
tris 16996
In the model it is desirable to use a shader with a two-sided display of polygons.
The model contains 12 animations
shoot
walking (x2)
ran(x2)
idle
death
reaction
recharge
strife(x2)
deth
toss_grenade
Price $19.99
FANTASTIC - Dungeon Pack by Tidal Flask Studios
All modular assets can be placed efficiently with one-unit grid snapping. Works for top-down and first/third person view.
Includes demoscenes and a detailed documentation to get you started!
Screenshots and video are captured using LWRP with baked lights.
***Supports Built-in Render Pipeline and LWRP/URP***
Features:
3D Assets:
- 350 modular architecture assets
- 371 preassembled dungeon modules
- 301 unique prop assets
- 52 preassembled prop compositions
All assets have a custom lightmap UV in the second channel and colliders where needed. The skeleton asset is not rigged.
- Polycount architecture assets: 2 to 505 tris
- Polycount props: 2 - 2136 tris
Textures:
- The entire modular architecture set works with only 3 materials
- 3 tileable textures for modular architecture assets with x3 variations for each, all textures are 2048x2048
- Normal maps for modular architecture assets, all textures are 2048x2048
- 31 props, prop variations and FX textures, all textures are 2048x2048 except candles (1024x1024) and FX (64x64, 256x256, 1048x1048)
FX:
- Stylized effects for fire, steam, fog, godrays and particles
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Have a look at our other packs
STORY - 3D Packs Series
FANTASTIC - 3D Packs Series
Price $69.99
Dice Board Game - Starter Kit by Unrealistic Arts
Functional plugin for making board games.
No programming skills required
Visual node editor with 3d board game starter pack.
⭐ Some Features:
🔹 Infinite player support
🔹 Infinite dice support
🔹 No programming skills required
🔹 All OS and Platform support
🔹 3d models included
🔹 Automatically detection players and dices
🔹 Different dice skins
🔹 Dices include (D4, D6, D8, D10)
🔹 Includes pre-made sample nodes
🔹 Includes 3 different demo board games
🔹 Simple menu
🔹 Node editor
🔹 Auto setup
🔹 Player movement
🔹 Reverse direction support
🔹 Custom mesh support (import your custom prefabs)
🔹 Create your maps with few clicks!
🔹 Undo and Redo support
📌 3D prefabs include
🔸 2 different boards
🔸 4 different players
🔸 4 different dices
🔸 10 different homes
Each 3d mesh has about 40 tris.
Textures are 2048x2048 resolution.
Price $24.99
The Power Up and Charging Energy VFX by Inguz Media Studio
Here you will find a nice and good variety of Power Up, Charging Energy VFX like DBZ I think :D
I made:
- 7 different styles of Power Up VFX!
- Each VFX have a 'no loop' and 'infinite' version.
- So that's 14 Prefabs.
- The VFX are made completely with Unity's Particle System and basic Unity shaders. No custom ones.
¡ENJOY! ;)
And don't forget, ¡ANYTHING! you need or a new idea that you need, just contact me :)
Price $9.99
Blender Avatar Rigging – Simple Guide
Update 17-Apr-2021: as part of improvements that Ada Radius is making to the avatar armature documentation she has removed the sample armatures in RuthAndRuth/Reference/Ada Radius that are referred to below.
Ada Radius has improved the armatures on 26th January 2021 in her GitHub RuthAndRoth References area… the readme gives the details of what replaced that file.
avatar_skeletonV3.blend replaces avatar_skeleton_with_custombonesettings.blend, and has two armatures in the .blend file… use the avatar_skeleton.xml armature for rigging to export as Collada for Second Life and OpenSim.
These notes are a reminder of the process to use Blender to take the Ruth2 v4 mesh avatar, add an “armature” for rigging and go through the process of exporting Collada (.dae) and importing to Second Life/OpenSim. It follows a very helpful tutorial on 4th November 2020 by Ada Radius and Kayaker Magic on Discovery Grid.
Gather Resources
A place to start might be this GitHub Ruth2 Wiki page on… Clothing Creator Guide … and much more technical detail is in this Wiki page on… Blender and Rigging.
- Blender 2.83 or later (using 2.90.1)
- Ruth2/Mesh/Ruth2_v4/Ruth2v4Dev.blend (GitHub/Ruth2)
- Reference/Ada Radius/avatar_skeleton_with_custombonesettings.blend (GitHub Reference)
- Guidance notes at Reference/Ada Radius/Export_ImportRiggedMeshBlender.md (GitHub Reference)
Simple Process Guide
Open Blender with a new project, remove default cube.
Check if Edit > Lock Object Modes is ticked tick and if so turn if off. Save as defaults for future via File -> Defaults -> Save Startup File.
Add Ruth2 v4 mesh parts dev kit via File > Append Ruth2v4Dev.blend and select the “Object” mesh part you want to work with.
In Outliner, if present Delete Light and Camera.
In Outliner, if you have a mesh part named “headMesh”, it is just the Second Life/OpenSim classic avatar head shape for comparison purposes and not part of Ruth2 v4. Delete that too.
Rotate mesh 90 degrees on Z axis to face right in front orthographic view (as armature already is as you will see later when you append that).
Use Object > Apply > All Transforms to ensure all subparts of rotated outer container/mesh are transformed.
Add armature via File > Append avatar_skeleton_with_custombonesettings.blend and select “Object” avatar_skeleton.xml. When using “Append” in Blender always bring in the “Object” which will pull in any related items needed, i.e. to avoid confusion, you should not try to only bring in the separate “Armature” part in this case.
Select avatar_skeleton.xml and choose “Edit Mode”. Select > All, Armature > Bone Roll > Clear Roll.
Return to “Object Mode” and in outliner, select mesh first and then avatar_skeleton.xml. The armature must be the last thing selected. Then use Object > Parent (Ctrl/P) to get Parenting options. Set to “Armature Deform”. Parent should then be shown as avatar_skeleton.xml.
Now carefully check all the mesh properties as described in the Ada Radius guidance notes.
In the sample mesh part I was checking the Ruth2v4 (head, body and hands, no feet) had the required single Armature Modifier, but also a “DataTransfer” Modifier to Ruth2v4FeetFlat. “DataTransfer” and “Weld” may be able to be left in as according to Ada Radius… “those are Modifiers that do apply well on export from Blender and import inworld. Not perfectly, but well”. So I left that in. Ada adds…
The Data Transfer Modifier has several uses. In this case I use it for separate objects that we want perceived as a single object inworld. With the settings I used, it matches the face corner normals to the target we point it to. It works fairly well, depending on inworld lighting and how well the textures match. If you see a modifier called “Weld” it’s the same thing
Export to Collada
Select the mesh part you wish to export… note its the mesh part which is now parented to the armature… i.e. do NOT select the parent armature.
File > Export > Collada.
Via cog settings icon, use Operator Presets > SL+OpenSim Rigged (which sets nearly all settings needed, but check against guidance notes).
For rigged mesh items (like the Ruth2 avatar mesh parts themselves, or rigged mesh clothing) in the Extra tab you must ALSO tick “Keep Bind Info” (otherwise the mesh in Second Life/OpenSim will look like a spindly deformed alien when imported).
Export Collada.
Import – Mesh Upload to Second Life/OpenSim
Import to OpenSim/SL via the Mesh Uploader as usual. Make sure to use the Second Life only version of the viewer (with Havok Physics) if uploading to Second Life. Make sure to tick “Include Skin Weight” in the Options/Rigging tab if it is not already preselected.
Avatar Mesh in OpenSim after Texturing for Bakes on Mesh
When the Bento Hand Relax animation normally running in Ruth2 v4 is added to the imported mesh the fingers deform. This issue is currently under investigation by Ada Radius (as at 5th November 2020).
Blender Avatar Rigging – Simple Guide
Ada Radius has improved the armatures on 26th January 2021 in her GitHub RuthAndRoth References area… the readme gives the details of what replaced that file.
avatar_skeletonV3.blend replaces avatar_skeleton_with_custombonesettings.blend, and has two armatures in the .blend file… use the avatar_skeleton.xml armature for rigging to export as Collada for Second Life and OpenSim.
These notes are a reminder of the process to use Blender to take the Ruth2 v4 mesh avatar, add an “armature” for rigging and go through the process of exporting Collada (.dae) and importing to Second Life/OpenSim. It follows a very helpful tutorial on 4th November 2020 by Ada Radius and Kayaker Magic on Discovery Grid.
Gather Resources
A place to start might be this GitHub Ruth2 Wiki page on… Clothing Creator Guide … and much more technical detail is in this Wiki page on… Blender and Rigging.
- Blender 2.83 or later (using 2.90.1)
- Ruth2/Mesh/Ruth2_v4/Ruth2v4Dev.blend (GitHub/Ruth2)
- Reference/Ada Radius/avatar_skeleton_with_custombonesettings.blend (GitHub Reference)
- Guidance notes at Reference/Ada Radius/Export_ImportRiggedMeshBlender.md (GitHub Reference)
Simple Process Guide
Open Blender with a new project, remove default cube.
Check if Edit > Lock Object Modes is ticked tick and if so turn if off. Save as defaults for future via File -> Defaults -> Save Startup File.
Add Ruth2 v4 mesh parts dev kit via File > Append Ruth2v4Dev.blend and select the “Object” mesh part you want to work with.
In Outliner, if present Delete Light and Camera.
In Outliner, if you have a mesh part named “headMesh”, it is just the Second Life/OpenSim classic avatar head shape for comparison purposes and not part of Ruth2 v4. Delete that too.
Rotate mesh 90 degrees on Z axis to face right in front orthographic view (as armature already is as you will see later when you append that).
Use Object > Apply > All Transforms to ensure all subparts of rotated outer container/mesh are transformed.
Add armature via File > Append avatar_skeleton_with_custombonesettings.blend and select “Object” avatar_skeleton.xml. When using “Append” in Blender always bring in the “Object” which will pull in any related items needed, i.e. to avoid confusion, you should not try to only bring in the separate “Armature” part in this case.
Select avatar_skeleton.xml and choose “Edit Mode”. Select > All, Armature > Bone Roll > Clear Roll.
Return to “Object Mode” and in outliner, select mesh first and then avatar_skeleton.xml. The armature must be the last thing selected. Then use Object > Parent (Ctrl/P) to get Parenting options. Set to “Armature Deform”. Parent should then be shown as avatar_skeleton.xml.
Now carefully check all the mesh properties as described in the Ada Radius guidance notes.
In the sample mesh part I was checking the Ruth2v4 (head, body and hands, no feet) had the required single Armature Modifier, but also a “DataTransfer” Modifier to Ruth2v4FeetFlat. “DataTransfer” and “Weld” may be able to be left in as according to Ada Radius… “those are Modifiers that do apply well on export from Blender and import inworld. Not perfectly, but well”. So I left that in. Ada adds…
The Data Transfer Modifier has several uses. In this case I use it for separate objects that we want perceived as a single object inworld. With the settings I used, it matches the face corner normals to the target we point it to. It works fairly well, depending on inworld lighting and how well the textures match. If you see a modifier called “Weld” it’s the same thing
Export to Collada
Select the mesh part you wish to export… note its the mesh part which is now parented to the armature… i.e. do NOT select the parent armature.
File > Export > Collada.
Via cog settings icon, use Operator Presets > SL+OpenSim Rigged (which sets nearly all settings needed, but check against guidance notes).
For rigged mesh items (like the Ruth2 avatar mesh parts themselves, or rigged mesh clothing) in the Extra tab you must ALSO tick “Keep Bind Info” (otherwise the mesh in Second Life/OpenSim will look like a spindly deformed alien when imported).
Export Collada.
Import – Mesh Upload to Second Life/OpenSim
Import to OpenSim/SL via the Mesh Uploader as usual. Make sure to use the Second Life only version of the viewer (with Havok Physics) if uploading to Second Life. Make sure to tick “Include Skin Weight” in the Options/Rigging tab if it is not already preselected.
Avatar Mesh in OpenSim after Texturing for Bakes on Mesh
When the Bento Hand Relax animation normally running in Ruth2 v4 is added to the imported mesh the fingers deform. This issue is currently under investigation by Ada Radius (as at 5th November 2020).
Lowpoly Tile Pack by Haka
Mobile ready.
Package contains over 64 prefabs: Tile, Tree, Rock, Flower, Plant, Item
Models:
- Tile (5pcs)
- Tree (8pcs)
- Rock (11pcs)
- Flower (5pcs)
- Plant (12pcs)
- Item (23pcs)
- Vertices: 31 ~ 2259
- Polygons: 12 ~ 1040
Price $4.99
Multi-Weapons for Game Creator by Lieutenant Cat Games
Multi-Weapons Module
A Third-Party Module for CatSoft Studio's GameCreator.
This expansion on Game Creators Shooter System allows the player to equip multiple weapons at once.
For Example, LeftHand, RightHand, and a Grenade button.
Also includes an AmmoClip Separator.
Allowing your weapons that are using like ammo, to have independent Clips, while sharing an Ammo Storage.
TUTORIALS
Main Tutorial
Ammo Clips
Allows Dual Wielding, and Left Handed Weapons
Adds Secondary Ammo
Adds a Quick Grenade Feature.
Adds an AmmoClip multiplier for creating unique Clips for ammo that share Storage.
Bonus Weapons included Shotgun and Tommy-Gun
Price $14.99
Advanced Paths Analyzer by DBUIT GAMES
Useful for games like; Racing Game, Mazes, Graphs systems, Nodes systems and anywhere you want to compare and get information of paths
Features
-Get the shortest and the longest path of your system
-Get distances between each Gameobject and the sum of the path to evaluate and compare
-2 paths per script to compare (Compare unendless paths cloning the gameobject with the script attached)
-Visual Line Renderer displaying the shortest and the longest path in your scene
Price $12.99
Swordswoman by DilliRoy
Model consists of 8 parts:
body, head, hair, cloth, pants, gloves, boots and sword
Evry element has 4 maps:
Base color,
Metallic,
Occlusion
Normal map
Hair and cloth have double sided shader
All with 2048x2048 resolution
There are 3 models with various texture maps
Model has 17 Animations:
idle1
idle2
idle3
crouch
walk
run
jump
attack1
attack2
attack3
attack4
attack5
attack6
block
get hit1
get hit2
dying
18876 faces
24445 verts
37606 tris
Price $20.00
Fantasy Minotaur by P3D Academy
KEY FEATURES:
● Model is 5200 triangles (weapons 400 - 1000 triangles).
● Fully rigged.
● 21 animations included: idle, walking, running, three attacks, two hits, stunned, guard, jump, dying, etc.
● Basic character controller included.
● Three materials.
● Three diffuse textures (2K).
● Three metallic textures (2K).
● One normal texture (2K).
Price $15.00
Sad Piano Music Pack by Invadable Harmony
Listen to the full pack on soundcloud.
TRACKLIST
1. We Will Meet Again [1:10]
2. Beautiful Splatter [2:37]
3. Unspoken [1:59]
4. Sacrifice [1:51]
5. Tree of Life [1:59]
6. Longing [2:50]
7. Restless [2:40]
8. Shadows [2:15]
9. Waiting [3:26]
10. All Gone [2:43]
11. Trapped in a Dream [2:17]
12. Crippling [3:04]
All files are in: WAV, Stereo, 44.1 Khz, 16bit.
If you have any questions or would like a custom soundtrack for your game, feel free to contact me at: invadableharmony@gmail.com.
Price $14.99
Scary Halloween Night Pack by Andreas Baum
An atmospheric stylized hand painted asset pack of Halloween props, textures and effects to create a spooky fantasy themed Halloween scene.
Key features:
~ Game ready assets
~ Stylized hand painted textures with 2K resolution
~ Diffuse and normal maps are provided for all props
~ Ground textures (1K resolution) come with diffuse, normal and also with an additional height map
~ Atmospheric effects for fog and dust particles (Particle System)
~ Collider and appropriately placed pivot points for quick drag and drop of prefabs into the scene
Included assets:
~ Props: 2 Pumpkins, Pumpkin House, Fence, Pillars, Left Gate, Right Gate, Axe, Lantern with Emissive Map, Lantern on rope with Emissive Map, 3 Trees including one scary Face Tree, 3 Rocks including one Gravestone like Rock, Grass, Candle, Candlestick, Cauldron, Cauldron Mixture with Emissive Map, Ladle, Wooden Table, Wooden Sign
~ FX: Fog, Dust Particles, Candle Flame
~ Seamless repeatable Textures: 2 Ground texture variations with additional height map
~ Billboards/backgrounds: Tree Silhouette
~ Prefabs for every single asset
~ Basic example scene
Disclaimer:
~ Music and sound effects from the trailer are not part of the asset pack
~ Volumetric lighting and volumetric fog in the trailer are not part of the asset pack - these effects were used for demo purposes only
~ The asset pack was created using the Built-in Render Pipeline
Price $8.90
XML Behaviour Trees by Prioclub HQ Games
Behaviour trees are a widely praised method for developing artificial intelligence within games. Programming behaviour trees can prove to be an expensive task, as well as a particularly long task. XML Behaviour Trees provides a suite of scripts that can be used to generate, load, and execute behaviour trees defined in XML format. It uses reflection on C# scripts to identify existing code, and allows you to define a stree structure which utilises your existing code.The use of a serialisation method such as XML ensures that the layout is common, and somewhat simplistic to modify.
XML Behaviour Trees also exposes a graph view to aid the user in building trees where understanding required nodes and attributes would otherwise prove challenging.The graph view is built into the unity editor, to aid with your AI development.
Price $9.99