Instant Favorites by Krealit
With Instant Favorites you can:
* add hierarchical menu items to the Menu Bar
* set the selected actions to menu item click (such as Open Scene or Prefab, Select Asset, Frame Scene View to asset)
* bind hotkeys
* compose your favorites in a highly customizable Setup Window or just quickly pin an asset to Favorites via the context menu
In any case, you’ll get instant access to your favorite assets!
Price $10.00
Stained Glass and Leadlight Shader with Bluestone Church URP by Games.Studio
Render Pipeline:
For URP (Universal Render Pipeline)
See our other listing for LWRP
Details:
- Church: 32,320 Tris
- Church Texture sizes: Up to 8k
- Church Texture format: PNG
- Church Files: Albedo, Normal & AO
- Glass Texture sizes: Up to 4k
- Glass Texture format: PNG
- Glass Files: Albedo & Normal
Includes:
- Custom Stained Glass Shader
- Custom Opaque Shader
- Custom Transparent Shader
- Custom Bluestone Church
- Demo Scene
Note:
Make sure "OPAQUE TEXTURE" is enabled in the Project Settings / Scriptable Render Pipeline Settings
Price $49.95
OP Command by APO Softworks
We internally process everything, so if you need the magnitude of the vector requested, instead of registering to a vector command with an actual vector, place it as a float, and thou shall receive it.
Price $5.00
Humanoid Robot Series: Skeleton by JUNNICHI SUKO
WebGL Demo
Only one animation is included for testing purposes. However you can use common humanoid animations as described in the video.
The movement of the cylinder is controlled by a script.
It consists of two meshes:
Skeleton:
17378 tris
Cylinders:
37524 tris
Textures:
Albedo only
4096x4096
Price $6.99
Mobile Hero - The Rival by ManNeko
This is a simple character model with low polygons. It is designed to work with games for mobile, but will work well on games for other platforms. Along with the character, there is a free animation pack that you can use on this or other models. The character is ready for Mecanim.
Features:
-Mesh
> Eye Sockets
> Mouth Cavity
> Eye Balls
> Teeth
> Tongue
> mouth inner
> Separated Vest Mesh
> Separated Fedora Mesh
> Separated Body Mesh
> Separated Scarf Mesh
> Verts: 1,956 /Faces: 1,860/ triangles: 3,658
-Animations
> 26 free animations to use with this model or retarget to other models
> Character is setup to Unity Humanoid Avatar
-Shape Keys
*Shape keys (morph targets/ blend shapes) are added to create facial expressions that you can use to create animations. You can do this manually. in Unity (Animation Window), but you can use software like Papagayo that guesses the expression based on the audio you play and generates automatic lip sync.
Rival Mesh
> basic facial expressions ( Basis = neutral, smile, serious, rage, happy, sad)
> eye motion shapes (eye left closed, eye right closed, look left, look right, look up, look down)
> VRCHAT compatible Visemes (Phonemes - Note, also can be used to generate Papagayo LipSync)
Vest Mesh
> shapekeys to simulate wind effect ( Basis = neutral, wind from left, wind from right, wind from bellow)
Price $4.99
Human Trachea Education by Anatomy3DM
This package includes a detailed human trachea, with its internal parts, the texture has real color pigmentation for a more thorough study, also includes a small dissection of a part of the central trunk of the human trachea at chest height.
It also includes an animation of the dissection, of Human Trachea for great Education.
It comes with a texture of 4096x4096, also includes two more textures of NORMALMAP AND OCCLUSION
Of course it is ready for scenarios, virtual reality, mixed and augmented reality.
And the prefab, when dragging to scene is centered 0.0.0
Tris: 1.5M
Verts: 1.4M
More great ANATOMY assets: click here
for support: contact usse edit package description
Price $14.99
Cambodian Tree Pack by Unorthobox Games
This pack contains:
- 3 types of tree (Sindora, Strangler Fig & Fallen trees)
- 22 tree variations in total
- Wind Shader
All assets are designed to work seamlessly with the terrain system. This means you can help whisk your project away to a beautiful part of the world in minutes!
All assets are created as part of our development pipeline for our game project and adhere to rigorous industry standards. By being part of this timeline you can expect top quality support as we work with these assets everyday!
Price $8.00
Dinosaurus Dearcmhara (Full Version) by 4toon Studio
•Dearcmhara - SHP 8560 tris;
•Dearcmhara - HP 4282 tris;
•Dearcmhara - LP 2022 tris.
•Dearcmhara - SLP 994 tris.
Model has 41 bones.
Textures:
• Dunkleosteus - 3 Color Textures, 1 Normal, 1 Specular, 1Ambient Oclusion Maps , 1 Roughness(all 4k)
Model has 30 UNIQE Animations (Root Motion/InPlace), which are GREAT ASSET to this Model.
0000-0000 Bind pose 0002-0119 loop Fight Idle 0122-0186 loop Eating 0189-0310 loop Idle 0313-0396 loop Attack Bite with Lacerate 0399-0438 loop Swiming Fast 0441-0622 Death 0624-0664 loop Turn Left 0667-0707 loop Turn Right 0710-0722 Start Swiming 0725-0789 loop Swiming 0792-0856 loop Swiming Up 0859-0924 loop Swiming Down 0927-0943 Start Diving 0946-0984 loop Diving 0985-1003 End Diving 1006-1064 loop Strafe Right 1067-1125 loop Strafe Left 1128-1147 loop Hit Left 1148-1167 loop Hit Right 1168-1188 loop Hit Down 1189-1208 loop Hit Up 1211-1249 loop Diving with Attack 1252-1268 Start To Rise Up 1271-1309 loop Rise Up 1310-1328 End Rise Up 1331-1370 loop Swiming Turn Left 1373-1412 loop Swiming Turn Right 1415-1453 loop Attack Rise Up 1456-1529 Death 01 1531-1629 loop Drifting After Death 01
E-mail: Graphics@4toonStudio.com
Price $29.99
CHARACTER PACK – DANIEL [SPRITESHEET + PORTRAIT + ICON] by ivetto shop
* Hand painted character bust illustration (with and without rim-light)
* Character Icon (two versions: with and without glow)
* Spritesheet containing pixel animations – idle, walk in all dirrections
+ All .PSD working files.
If you like this asset please rate and comment! Thank you
Price $7.00
Essential Fantasy Music Pack by Tyler Cline
Two town themes
Two battle themes
A boss battle theme
A cave theme
A forest theme
A winter theme
A volcano theme
An emotional theme
A fun conversation theme
An overworld theme
There are no technical specifications required to use these tracks and there are no required packages or open-source software required.
All tracks are uploaded in both .wav and .ogg format and loop seamlessly.
Price $15.00
3D Showroom Level Kit Vol 9 by Creepy Cat
3D Showroom Level Kit Vol 9 is a prefabs PBR modular kit, to help you to create any size you want, high tech neutral showrooms for VR and marketing events/presentations.
The kit is very easy to use and to customize! (PSD included for text elements)
Present your products in 3D or VR! (projects presentations, vehicles, exhibitions, multimedia events, interactive applications, marketing launch etc...).
The pack is VR, tablet and mobile friendly! All 3D meshes (29) are low poly mode (max 50/3500 tris). the texture are provided to 4/8K (8192x8192).
Just think to resize textures and decrease rendering options for mobile... Flat textures are provided (also normal maps, metal, ao, illum), if you want to personalize the kit for your needs.
Map included into the package!
Take a look on the :
★ Volume 1 ★
★ Volume 2 ★
★ Volume 3 ★
★ Volume 4 ★
★ Volume 5 ★
★ Volume 6 ★
★ Volume 7 ★
★ Volume 8 ★
Do not forget to read the readme file! no complicated building rules. Just duplicate/move the elements for your needs, and play!
Price $20.00
Real Time Updates with Remote Config by Google Inc.
Price $0.00
Git for Ruth and Roth Development
This post is simply a record of some helpful advice given by Fred Beckhusen for RuthAndRoth Git “Organization” Members developing the Ruth 2.0 and Roth 2.0 open source avatar meshes.
I’ll try to explain a bit more about git and how to use it with Ruth and Roth.
First, read the very basics at https://rogerdudler.github.io/git-guide/
In our case, Github.com is a publicly available web site running git, along with a lot of custom web-facing stuff. We use it as a master “repo” or repository for all our public changes. You also run git, which mean you have all the same data as in the github. Anyone with a “git clone” has Everything We Have Ever Done. Unlike other source code control systems, all the data in git is distributed to every machine. Git is simple to use, but DEEP, as it was designed by Linus Torvalds, the genius behind Linux.
I am going to use the command line syntax here, as it is universal in terminology. Almost all these commands and workflow is found in the various Gui’s.
Ways to work in git:
‘git init‘ makes a hidden .git folder in any blank folder, which makes that folder into a ‘git’. You can also do a ‘git clone’ to get a premade git put into that folder, like in Ruth and Roth. All gits have a .git folder, which is typically hidden. You now add stuff to your original folder, delete stuff, rename stuff, (Eg. work on it), and then git add ( git -a) those changes to a temporary work area, and git commit (git -m) the work area to you LOCAL .git. This change is tracked in the .git by a hash. A Hash is a long series of alpha-numeric data that is like a check sum of all the digits, or a CRC, that uniquely identifies all those changes.
You can see any changes in Git with ‘gitk’. gitk can also drill down to the changes in any file.
In the git command line, you can see what is happening with ‘git status’. GUI tools do this for you when you refresh the GUI.
Your Ruth copy started with ‘git clone‘, which brings in the entire .git from Github to your local harddrive. There is the data, and also there is the ‘metadata’ in a hidden folder named .git, which is not human readable without tools. There are many git tools – the command line, git desktop, the git gui, gitk, which shows the history of a git, and so on.
I use the git found by right-clicking any empty area in the ruth repo and selecting Git Gui Here
I pretty much only use git on the command line to do a *git pull*.
A ‘git fetch‘ goes to github and fetches the latest changes to your local .git folder. It does not check out those changes to your working area. Useful if you want to see what’s going on without changing anything in your working folder.
A ‘git pull‘ will fetch the changes to the .git, and also check them out into your working folder.
Good habits: If using the command line, do a ‘git status‘ often. I leave my git gui open at all times, and click refresh often, which is the same thing.
Make commits often. As in Very Often. If you save a Blender file, that is a good time to also commit it so you can get back to that specific blender file if need be. Its a good idea to keep several copies of a blender file as it is easy to go back a step. But this is entirely optional in git workflow. You never need more than one copy of a file. Git does not enforce any rules about what you do to your data. If you want to make a Ruth Rev 1,2,3,4,5 and so on, git does not care. It will track them all. If you make a blend, and commit Rev 1, commit Rev 2, commit rev 3, then git will track every one of those too. Even better, it can track any commits you made while making Rev 3, so long as you saved the blender file, and made commit for it.
My advice is make each commit about one thing. As one example, in Dreamgrid, I have one text file that has a list of all changes. I edit the the document and commit it every time I change something major. I also use ‘gitk’ to see what all I have done everywhere, and update the document for any missing things, typos, and such. This final draft gets committed too, and this text file gets published in the code, as well as on social media. I used to try to maintain a web site to match copies of my code. But they were never in sync. Help is always behind the latest code, the code someone is running is always older than what I am working on, and the web site then rarely matches what they are getting. So I now publish the help in my git, and update it constantly, so any rev closely matches the documents. If I need to clean up some comments in my code, I will ONLY clean up comments, then commit that as “cleaned up comments’. Let’s assume I don’t like the names of two functions. I change those names and commit that one change. The nice thing about the git GUI if I forget to make a commit, I can stage just one or more files with the small change I want to commit, then repeat for another change. Granted, none of this applies to Ruth and Roth mesh bodies, but they do have many steps in their creation, so once you get used to git, you can simply name a file “Ruth.blend” and never have to use another file name for her. Any commit is available to you at any time.
The ‘git checkout‘ command will change the entire repository to whatever it was the moment that particular Hash was committed. It branches off my local copy of the data from the .git onto a new path that it will track, a path that I can just drop after examining the old code/blender, or continue on with, and eventually merge back in with the main trunk. This will probably be rare in Ruth and Roth, though.
Useful Commands:
‘git stash‘ – save all my changes away on a stack. Useful when I have ‘touched’ a file that I do not want to save back to the git, and that local change is preventing me from going a git pull. git stash will save it away. I can get back the change, if I want, or just ignore that stack after doing a git pull. git stash clear will empty the stash.
‘git reset –hard‘ – A command that throws away everything I have done and forces my working copy to be an exact match of the .git. I use this much less often now. Handy for those times you get frustrated with git not accepting changes, and when you do not understand how to untangle it. I just save my blender or code somewhere else. Then do a hard reset, and copy the file back, commit it, and then it will take a git push. Tread with caution here, as there be dragons!