If my asset store package did this...would you be pissed off? (Serious question!)

Hey! This is actually quite a serious question. I’m working on a “Dungeon” package as part of my Infinity Series of models. If you don’t know about it, you can check it out at the website (check my signature if you’re curious, this thread isn’t about that, though). But in essence, the model textures are insanely customizable.

In the image below, you can see that the stone has some texture on each block – divots and what not.

The problem is that with my system, this archway can also be smooth marble, either with or without the “block” structure. There’s an option to “Mask texture”, for 6 sections, which removes the grout lines. Removing them all makes a smooth surface.

Why is this a problem? If I include the base texture like the one below, or another rough surface, as pre-installed on the model, then replacing the base texture with a new marble one won’t remove the divot texture unless you opt to “Remove Texture”. But opting for that would also remove the grout & edge curves.

The solution is pretty simple: Instead of starting out with an actual texture, the objects would start with a “Color ID” on the diffuse, showing the sections of the model. (2nd Screenshot). This avoids having any added ‘texture’ to the model, allowing the end user to choose very specifically which material they’d like to use on the model.

We have a tool that lets you create dozens of different stones & marbles, and the expected use is that end users would change the materials to suit their tastes and game level.

It’s very nice to have all the objects start with full texture (I suppose for the lazy and those short on time!), but it’s far more versatile if we don’t include that at all.

What say you? Would you be annoyed or otherwise unhappy if you had to make a material selection before being able to use the objects in the game?

THANKS! Time to sleep. Hopefully I’ll have some feedback when I wake up :smile:

Personally no, as long as it was clearly stated so it didn’t come as a surprise.

Could you not have another unitypackage with some readymade objects inside?

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Potentially – file size could be an issue. The maps, being PBR, there’s 5 maps per object, 6 if there’s an emissive map. And likely to be 100+ objects. I’ll probably have downloadable things from the website for people who register their purchase, which could include packages of pre-made textures using the system.

I’m just in constant fear of people giving bad reviews just because they’re annoyed :smile:

Non-developers & directors might, but anyone else might appreciate it more than already textured models. It kind of reminds me of this.

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I think as long as there’s some tutorial how to get it working correct I would prefer a more flexible version. But it should of course include enough textures already and maybe some quick explanation / tutorial. But can’t you just ready up some materials which people just have to drag on the assets then ? Sorry to ask, I’m just a hobbyist :wink:

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I can, but that also requires users do work – register the purchase on my site then download extra packages. The disk space required for the hundreds of maps is too much for the store, and I don’t want to force people who don’t want it to have to download it.

Not necessarily. That said, this sounds like it’s really quite different to Unity’s standard workflows, and that might annoy me and/or my team because it probably won’t fit our existing processes.

Yeah, it’s a tradeoff. One of the major ‘features’ of my assets is their customization. For the dungeon, that customization is kind of on steroids and crack all at once. It helps to reduce the complaints that many people have about asset store work (esp. the top quality stuff that everyone seems to use) always looks the same. But it also requires a little bit of prep work.

Not a huge amount – once a user understands the concept it shouldn’t take more than a minute or two per object. But still, that is time.

I’m probably going to go with the color ID setup, with a reminder on install that if you register on our site (I’ll have to build this feature), there will be downloads available for pre-made textures & materials.

I understand that, and for plenty of people it’d probably be fine.

Imagine, though, that I’m buying assets for a content dev team to use in level creation. The team may be, for instance, partly made up of casually employed developers. There are written work instructions for them to be able to do this which are based on Unity’s standard workflow. Those instructions don’t apply to your stuff because you’ve implemented a new work flow, so at a project level there’s an overhead to using your asset.

We basically have three options to deal with that:

  1. Update our work instructions.
  2. Have someone pre-prepare stuff from your asset so it then fits our existing pipeline.
  3. Don’t use your asset.

If the customisation system can only be used on these assets then that overhead would probably be a turnoff. If your custom pipeline is good, though, and it’s something I could apply elsewhere… that could be a major benefit and might even be worth an asset in its own right.

Most people will probably be fine with it but there are a few that will probably be thrown off mainly due to the way they are used to handling things and will probably get you the occasional bad review. Knowing that you usually work in substances though why don’t you just make your substance maps take care of this? Cobblestone might want grout lines and marble doesn’t but I’m not sure why you can’t reference them both and put the switch in the substance. That when you change the exposed parameter it automatically changes the texture referenced (this will mean the substance will be a large size).

If your primary concern is the file size of the substance or you want the user to be able to use their own textures and have it feed into the substance you can certainly do the same with an input map(s) into your substance and again have it automatic by creating an editor script that will change the textures hooked up to the input map when they change something in the editor. This way the substance file can stay small and the textures can be on the side in unity. Or am I missing something?

Just do your customization thing, and create a free upgrade path to a pre made version, with just textures and not substances. You would then please both crowd of potential users…

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I think having the downloadable pre-made textures and materials should help for anyone who wants speed. I may be able to write a script that automatically places the materials on the objects too, and creates prefabs for them. Maybe (I’m not the best at editor scripting!)

The substance files are already large – shit tons of options. I have options to mask out the texture for each color area, so that users can make solid objects that otherwise are blocked etc.

I actually made a video showing the workflow. I think doing it like this, with the color ID instead of a default material, and having a downloadable pre-made selection, is probably the most ideal.

https://www.youtube.com/watch?v=y0d-k4OodIo