we have made a free addon for Blender called AssetGen, it automates the tasks to get a game asset ready for video games from an High Poly model. While it takes several hours to get an asset ready from an high poly, this addon does that in a matter of few clicks. It is ideal for all your static assets.
AssetGen does not include a License file. By default it means that you’re allowed to fork code on github, but not use it.
Your Realistic-Unity-Project is specified to be under GPL.
It is not possible to use GPL content in unity at all, especially scripts, because that would require you to re-release source code of the engine itself under GPL, which is impossible. In addition to that, the project includes unity standard assets, which are by default released under standard unity asset store license:
Which means you aren’t even allowed to upload them onto github or re-release them under GPL.
If you want maximum number of people to benefit from your project, suitable licenses will be Mit, Zlib, BSD, and CC-BY.
Where CC-BY means people will have to attribute you as the author of the original project.
Look over them, and see which one is the most suitable for you.
In general any non-viral license would do. The problem with GPL is that it is viral, meaning it can’t be combined with any propietary code and can’t be used as part of games made with unity or unreal engines.
For me that license on things is a no-go because it’s a hassle to keep track of correct attribution and there are too many variants of the cc licenses. CC-0 is the only CC license I would use, because it’s basically like PD.
Fair enough. I simply listed it as a significantly less evil and less problematic option compared to GPL.
I also use Manuel Bastioni addon for Blender, and that one produces CC-BY content. Dealing with attribution in it is tolerable. Then again I’d be happier if it was CC0 instead.
Also is there any feedback about AssetGen, do you think you could use it, if not why? Is there a tool or tools that you would want implemented in it, ideas to improve it?
I also wouldn’t use it due to GPL licensing, however I did play with it yesterday just for kicks. The only thing I did was take a model and generate LODs from it. It did a pretty decent job… it was an organic model that had been run through zremesher so it had not clean topology. The result was a little jankety but for LODs it would have been perfectly suitable.
LGPL at the bare minimum. As stated by previous posters, using GPL requires that the source code of your application also be distributed. Hence, no one will use this for production unless it’s for a blog or something where source is being released. Even then, I’d not use it in that case because I’d want to produce something that could be used in production without necessitating source code release. So something like LGPL or MIT would be a better choice.
I have changed the license to MIT so you can use it in your projects.
We won’t call it LOD generator because we plan to add tools to create high polys and base meshes.
Also because a similar tool has been released recently called InstaLOD.
And we did several updates on the addon:
X and Y texture resolution
AO denoising feature
Multiple high polys in selected to active mode (the active selection must be your low poly)
Roughness and Metallic settings for every material and roughness setting to use the curvature on it
Cycles uses your roughness and metallic textures and plug them in the principled shader automatically and convert them in Linear color space and non-color data
Export tool export your albedo + roughness + metallic maps all at once
Normalize tool to adjust your image, it’s an HDR effect
More than 50 Dota gradients
Gradient and emissive map baking
The game asset generator now dissolve every tris on flat surfaces.
I am working on a curvature smooth effect, the curvature effect will be slightly improved soon and reveal more details. You will be able to add grain on the roughness map and I am preparing a lot of tools to generate high polys elements like stylized hairs, straps, shoulder armor, belt, stylizing it (applies modifier to give a stylize look to a model) and more: x.com
A preview of the next version, you will be able to texture directly on your high poly, make your mesh looks stylized and generate mobile game asset (or very optimized):
In the final version with the GUI, each time you will generate your assets your LoDs and textures will be automatically exported to your game engine. So you will just have to swap between your high poly in Blender and game asset in the engine so you will be able to update and tweak it very quickly.
It converts the high poly I have inside Blender into a game asset inside Unity. It removes every intermediate steps: retopology, uv mapping, baking, compositing.
The texturing node group has been improved to generate your roughness map.