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『BLENDER MARKET: BEST OF 2024』 ⏰️ 10月5日(土) 3時まで
Blender用のワールド構築ツールキット。地形、液体、人間、植物など豪華なアセットバンドル
価格:$30で31アイテム
『LEARN TO CREATE GAME ART IN BLENDER 2024』 ⏰️ 9月24日(火) 3時まで
Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
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最新3Dモデルが破格⚡️Unityとアンリアルエンジン混合バンドル $30で61アイテム
This Pipe Bomb prop is designed for various types of workflows and styles. With realistic textures and a realism inspired design this prop will look great in both simulation and gaming experiences.Textures are included for additional pipelines, but textured prefabs for the revolver are already setup to use for URP and HDRP. If using a different pipeline, simply use the existing prefabs in the main prefab folder and apply a material and textures using your projects workflow.The ASGS Double Pipe IED bomb includes 3 mesh variants for the bomb itself, 3 mesh states of the tape, Base (uncut), Cut, and Cut Moved (moved out of the way of the phone dial pad). These various meshes are included to make it easy for wider use. Want pressable buttons - Use the wButtons mesh. Worried about performance, or maybe your game is 3rd person so pressing the buttons isn't really noticeable? Well then the Prop version of the mesh might be the better way to go.Various prefabs have been setup for these different setups, as well as additional meshes included that combine the tape with the bomb in case you don't want to interact with the bomb itself at all and maybe just want to throw it into a vault to take care of the explosion. This asset is designed to meet various needs for various projects.Included are the standard textures for URP and HDRP of Color, Emissive, Mask, Metallic Smooth, Normal, Specular Smooth, as well as additional "Bonus Textures" for other workflows and material formats - Ambient Occlusion, Glosiness, Height, Metallic, Normal (for DirectX), ORM, Roughness, and Specular.User Notes:-The Prefabs for URP/HDRP "P_Interact_Double_Pipe_IED" are set up with "Tape_Cut_Blend" as well as the hidden Asset in the Prefab "Tape_Cut_Moved" The intent is that Tape_Cut_Blend will have it's animation setup to trigger when cut. Then the player or whatever character preffered will put their hands over the cut area and model swap to Tape_Cut_Moved while covered up by the hands.There are 3 Primary Prefabs- P_Double_Pipe_Phone_IED_Prop: This version does not have pressable buttons, this exists simply to improve performance. The buttons are still there in the higher LODs, but have been combined with the mesh dropping the number of batches from 48 down to a mere 12 when the max LOD is on screen. While having all buttons pressable is cool. Depending on how much is on screen it might not be great for performance.- P_Double_Pipe_Phone_IED_wButtons_Additional_LODs: This is simply the version that has the pressable parented button meshes for LOD0 and LOD1, but also includes LODs 2, 3, and 4 that have non-interactive buttons. This is useful if you want to use the asset in a larger scene/environment where it can be viewed from far away.- P_Interact_Double_Pipe_IED: This is the one set up for full interaction. The tape is set up with an animator where it simulates being cut (put in the animation controller but needs a scripted trigger). The buttons are pressable, and the mesh "Tape_Cut_Moved" is hidden in the prefab to swap models with the animated one when covered up by hands that should be moving the cut tape out of the way of the phones dial pad.Number of textures: 6 Primary, 8 BonusTexture dimensions: 4096x4096Polygon Count: LOD0 Bomb - 9204 tris, LOD 0 Cut Tape Moved - 1108 trisMinimum polygon count: LOD4 Bomb - 827 tris LOD2 - Tape - 254 trisMaximum polygon count: 10,312 Using the Moved Tape and Bomb LOD0 meshes.Number of meshes/prefabs: Meshes - 8Prefabs - 5 x 3 (5 for HDRP Lit, URP Lit Metallic Smooth, URP Lit Specular Smooth Workflows)Rigging: NoAnimation count: 1 Animation type list: BlendshapeUV mapping: YesLOD information (count, number of levels) Bomb - 5 LODs, Tape - 3 LODs x 3(each static state) Types of materials and texture maps - PBR, Met Standard, Specular, bonus textures include ORM, AO, Glossiness, etc.
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