Greeble Kit R2 - Sci-fi 3d Assets

Hi everyone, my first submission to the asset store has been accepted. So without further ado, introducing…

Greeble Kit, the ultimate modular toolkit for creating sci-fi worlds in Unity! Create detailed environments, machinery, and just about anything you can imagine! Create new machinery from scratch, or use Greeble Kit to enhance your existing environments.

Features:
• Over 100 prefabs
• 4k textures
• Fully customizable assets
• Production tested
• Custom shader included: “PowerShader3”
• Compatible with Unity Free!

Available Now!

Official Website

Webplayer - New!

Greeble Catalogue

Examples of scenes made with Greeble Kit:

Asset Store Page

If you have any questions or comments, please do post on this thread! :slight_smile:

1 Like

Looks great!

The link at the bottom of your post (“Asset Store Page”) doesn’t work. (The link at the top does.)

Oh thanks for pointing that out, fixed it! :slight_smile:

Here’s something to help show just how detailed the assets from Greeble Kit are, even when up close.

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Great looking assets, I can think of numerous other, non-scifi projects these would suit. Added to may wishlist. Great work.

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can you add more close up screenshots? or make a web demo where we can zoom in/out to see the pieces and their details/quality level.

Sure thing, and I’m actually already working on a webplayer that is a 3d browser for all 100 assets included in the kit

Somebody on reddit asked if Greeble Kit works in Unity 5, so here are some screenshots of Greeble Kit in Unity 5 beta 18. This is in a fresh blank scene with everything on default settings

13/100 Greebles

33/100 Greebles

Here’s the official Greeble Kit Catalogue. Browse and preview every single asset included with Greeble Kit with close up images of each one!

Greeble Kit Catalogue

Hi,

Nice package, but with a 'recurrent trouble on the Store: presence of dust, dirt, abrasions etc… They are too visible and makes the pack ‘incompatible’ (without 'cleaning’) with :

Would it be possible to have the diffuse in PSD format with a dust layer apart?
Ideally a PSD with :

  • an ‘general color’ layer
  • an AO layer
  • an dust layer

oh, do not forget an PBR compatibility. :stuck_out_tongue:

Greeble Kit includes AO maps for all the base objects, so if you want the clean look you can actually do that! All you have to do is swap the diffuse texture of a material with the included AO map. Here’s an example of the regular material vs the same material using the AO map instead (if you need it even cleaner you can swap the specular/gloss map with the AO map too).

1928727--124585--Greeble Dirty vs Clean 01.jpg

As for PBR, unfortunately it requires a bit of work since the kit started development before Unity 5 was available and I wasn’t considering PBR at the time… However, it can come in a future update if there’s enough demand for it!

Thanks for the reply.

It has taken long enough, but here’s a webplayer demo to allow you to preview all the assets included in Greeble Kit!

Great stuff!
Please put +1 on the demand counter for PBR (metal workflow). :slight_smile:

2 Likes

Well I guess the masses have spoken and enough people have been demanding it so…PBR will be coming to Greeble Kit :slight_smile: I’ve actually been experimenting with it for the past week or so. Early results are looking really good, should have screenshots soon so keep an eye on this thread.

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Still a work in progress and still needs calibration, but results are promising so far…


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Moar screenshots

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WOW!! Thanks very much for making the new web player demo, now you can really see the very high quality and innovative design of these very well done kit and love the machinery and industrial feel, awesome and great.

PBR will be coming to Greeble Kit

WOW!! this is also a very good, wonderful and great news, and will make it even better and more interesting and useful. I hope it does not take too long for it being updated and PBR ready. Thanks very much for this update and will make it shine even more.

SOME QUESTIONS

1 - How are the materials applied?

2 - Can the materials be replaced for any other materials?

3 - Could be possible to export in some way the texture materials to PSD to customize it even further?

4 - Does it have UV mapping? Or are these made with the Powershader?

5 - How does the included Powershader work and what is does?

Thanks

After looking at the web player and the screen shots, some of these things look insanely detailed, right down to having some objects with 30 + pipes and bars affixed to them. I am very curious as to what the poly / triangle counts are on some of the big behemoths. I see it mentioned in many places, but an exact number or range is never given.

Thanks for the kind words! To answer your questions:

  1. The materials are already all applied so as soon as you import the package, you can just drag and drop the assets into the scene within seconds and you’re good to go, no setup required.

  2. Yes, you can take any asset and replace the materials for whatever you want. You can grab the existing ones and change them or create brand new ones (always remember to backup though!).

  3. The textures are in the TGA format but yes, you absolutely can import them into Photoshop and save as PSD to further customize them. The metallic/gloss maps for the upcoming PBR update will all be in PSD by default since getting them just right has required meticulous tweaking and lots of back and forth (90% of the look is in those textures, which is why it’s been taking so long).

  4. Yep, each greeble has it’s own UV mapping. The medium and large category greebles are made out of the small category ones though, which is how we’re able to pack in so much detail using relatively little memory.

  5. Powershader3 is basically an upgrade of the old stock Unity 4 bump specular shader, it was extended to have more flexibility in the types of materials it can create. There’s also a limitation in Unity’s lighting system, which is that lights are limited in range between 0-8.0. To get around that, this shader has a much higher specular range, so it can reflect more than it receives (not physically accurate, but allows for greater dynamic range). Powershader also takes in illumination maps.
    Unity 5’s standard shader sort of makes it redundant since it does most of what Powershader does, but for those of you still on Unity 4 it’s like the next best thing short of actually using PBR (until now I’ve been using it with most assets in BHB: BioHazard Bot).