Does anyone actually buy texture packs (materials) from the Asset Store?

I noticed there are very few PBR texture packs being sold on the store, and the ones that are on sale are of extremely varying quality.

Do textures simply not have a high enough demand for people to put them on the store, or is the supply of textures and materials just low?

Also, to anyone who has bought textures from the store, how often have you had to take the textures outside of Unity? For example, to use them as base textures for something else, or to paint them onto a part of a model?

I’m asking this because I was thinking about putting some of the materials (textures + substances) I’ve made over time on there, and I’d like to know if it would be wasted effort to put them on the store.

Also, would it be better to sell the textures on another, more general platform, like Gumroad? I feel like that way the textures could more easily be used in software other than Unity, as well.

TL;DR: Do textures have a market on the store? Is the Asset Store the best place to sell the textures, in terms of ease of use for buyers?

I suppose there is a market for anything, but I wouldn’t have thought it would be very popular, exactly because of why substance painter is so popular, you make your own.

PBR Ground textures for splat terrains!..

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I doubt many people do - those who are enough of an artist to be able to use them probably know where to go to find everything in one place, like gametextures.com or something.

I think the best chance of selling stuff would be stuff with a lot of baked detail like these scifi ones - probably sells because all people have to do is make a cube/plane and whack it on.

Highly customisable substance textures may sell well, but then again maybe not if they are huge and slow and people aren’t familiar with substance much.

Generally from what I can tell I don’t think the asset store is much of a market for textures.

Probably not. it is too easy to find free quality ones for really common stuff, and anything less common would be so specific that your customer base would be tiny. Also people who need a lot of unique ones will have someone create them specifically for their project rather buying some pack and only getting some of what they need and a lot of what they don´t need.

I’m guessing you mean Substance Designer? Anyhow, the Substance suite is definitely fantastic, and now that it’s free pretty much everyone can get their hands on it.

That’s what I thought, too. The people that care enough about their game’s visuals will most likely want something tailored specifically to their needs, or they’ll make the textures themselves. The people who don’t really care about their visuals will most likely just grab something from google images and then run that image through a normal map generator and call it a day.

I’ll probably just hold on to the materials myself, then. It most likely wouldn’t be worth it to go through the trouble of maintaining the package on the store in case no one buys it.

Thanks for the replies guys.

Yeah whatever they call it now, I couldn’t remember the name, I know they got three variations thereof, each doing something different I guess.

I did try it once, but I wasn’t convinced, mainly because I don’t personally feel unity’s PBR is on par with unreal or CE, probably because they have better shaders like SSS out of the box and GPU particle effects, also my little mac mini didn’t have the GPU card to run substance!!

Who knows maybe I’ll trial it in the future LOL. But you keep rocking on with your textures… Get it ROCK ing on :wink: BTW what do they look like inside unity? I always thought your screen grabs were from inside substance?

Best thing would be to make some assets to go with them.

I personally don’t think there’s anything wrong with Unity’s PBR.

Haha, I feel you. I recently bought a GTX 1060 6GB because my poor old 750TI pretty much melted when I tried doing any texture work.

They look fine, however I’ve yet to set up a proper workflow for exporting textures from SD. Currently I have to manually pack my metallic and roughness channels together, and then invert the roughness to comply with Unity’s standard shader’s smoothness input.

Also because Unity doesn’t have a PBR tesselation or parallax shader most of height information on the materials is lost, but I’m working on a PBR POM shader to use with them.

I’m using Marmoset Toolbag 2 for all my renders, simply because of how fast it is to use and how nice it looks. As far as I know the GPU renderer in Substance doesn’t work on GTX 10xx cards yet.

I might as well do that. I’ll just need to figure out what I’d like to make and what’s worth making profit-wise.

Do you have any examples of your substances inside unity? I’m interested to see what it looks like even with marmoset.

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This one is actually rendered inside Unity a while back:

All my more recent works are rendered in Marmoset.

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I just went to their website and it’s $19.90 for Substance Live
I’ve always been interested in substance, but guess I’m just comfortable with Photoshop for texturing lol

Oh damn, sorry. The Substance suite is free for students and teachers, I only just noticed. My bad.

haha
that’s cool
glad I’m not missing out any any amazing deal
still $19.9 a month isn’t to bad, i might give the 30 day trial a go