[Infinity Series] Plant Monster Pack PBR | SoundFX, Mesh Morphing, Concept Art, Customization, Music

Here’s a video showcasing the 10 includes mixes of the track “Forest of Forgotten Souls”. You can create your own mixes using the Unity Audio Mixer (included in the demo scene), and export them with a single click!

I love your approach of mesh morphing on parts but i have concern about increased drawcall. Can you eleborate on this ?

From what we gather, there is zero or near zero effect with using the blend shapes. Depending on how you implement them, there could be some slight overhead when adjusting, but it likely isn’t much

Ok, What I meant was that how fragmented your character into different objects? If you have all different parts of the character as separate objects due to implementing blend shapes isn’t it going to cause the overall draw call to increase?

I think you can still make blend shapes for different parts based on single skinned mesh , so I would like to know if your model is fragmented a lot or just enough to enable toggling of the models that can be hidden etc.

So for instance , the stone monster. It has a lots of different parts all around the body with blend shapes applied to all over the body so are they separate objects or single skinned mesh ( except the spikes on the back since it can be toggled off )?

I was not asking about the actual blend shape causing performance hits but rather the way the blend shapes are implemented in the model to cause the draw call increase.

Not sure if I have explained clearly thou… :smile:

The Rock Monster is a two meshes, so two draws call if I’m not mistaken(?), even though it’s made up of many small stones, and even with the full blend shapes. The three spikes on the top of his head is a sub-mesh, allowing it to be turned off.

The blend shapes don’t add anything to the mesh count or anything like that. It’s the same technique more often used to animate characters with blendshapes instead of bones, but we don’t animated them, and instead the script I wrote can control them at run time or in the editor . Many of the characters also have animated shapes, if you look @ the skinned mesh renderer components.

Hi
Please let me know how I can get the concept art.
I couldn’t figured out.
Thanks!

If you register your unity purchase on his website , the concept art is downloadable there.

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Thank you!

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I’m trying out a new price for it. I still firmly believe that the assets are worth $49 each (and then $140 for the pack), but in the end if the pack is $60 and gets 2.5x the sales, then it makes sense to keep the price lower. So…for a while, probably, 2-3 months to give it a try and see how it goes.

Bring them all to that price!!

If there are consistent sales at that price, resulting in higher revenue than I would have expected otherwise, then I may do that. However, I’ve had many many people say in the past “lower the price and I’ll buy it”, and then I did, and no one bought it :smile: Not that you’re saying that. Just that lowering prices is not by any means a way to increase revenue – quite the opposite often, raising prices may actually increase revenue and sometimes even sales.

It would be nice if Unity had a way of reaching out to those people, even something like a notification if an asset you are watching / have in a list has a new price point. I’m sure there are a few that honestly would, but they don’t have any way of knowing unless they constantly check the asset store.

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