Snaps - Prototyping, Art, and Art HD

Snaps assets packs simplify your workflow so you can save time and resources bringing your project to life.

Creating 3D games is quick and easy with Snaps
Art creation is one of the most time-consuming tasks in game development and can take up more than 50% of production resources. Teams of all sizes and experience levels frequently source art, yet it can be challenging to find quality collections of assets that are visually consistent and compatible with your specifications.

Snaps asset packs solve that problem by providing themed collections of assets that will help you streamline your workflow from prototype to production.

Learn more here

Questions & Support
Feel free to contact support@unity3d.com or post your questions here. Let us know which Snap pack you are using, your system & editor specifications, and any other details that we may need to help you out.

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Snaps are built very similar to private assets I have been developing so they interest me. I have looked at the snaps packages and all I can say is that the package sizes are huge and not very well optimized. For example, the snaps office art pack is around 1 gb…that’s a bit much eh? For the visual fidelity, you could make the same thing with 4096 atlas and keep the size under 50 mb and well under 20mb for a 2048 atlas. Why are we not at least using trim sheet atlases? If I am missing something here, please let me know. I am interested in publishing some of my kits under the snaps protocol, but I think there is enormous improvements that can be made on efficiency and optimization standards.

Currently as I see it, the snaps packages have not gained popularity because:

  1. The snaps art packs are so large that many novice indie devs can’t or won’t import them on lower end machines.
  2. The packs are so poorly optimized that advanced 3d designers would rather roll their own.
  3. Not webGL and mobile friendly…even for desktop I just see wasted resources
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I tried out the two free prototyping packs and bought the $10 bundle, and… I’m not sure if it’s these packages or just Unity 2019.3 or what. But they take forever to import, they take forever just to mark static, I even had Unity hang on one of them multiple times and ended up deleting that prefab.
Some of the scenes (like the Train Station) take well over a minute just to load in the editor, and a similar time just to play. And I’m not running it on a potato, it’s on an i7-6700k with a gtx970.
There are always a bunch of warnings and errors coming up from doing anything with them.
They all come with some missing FP camera script (either include it or remove it).
Moving things around in the scene sometimes causes things to just disappear and they don’t show up until relaunching Unity.
Some of the prefabs literally have nothing when you open them in Prefab Mode…

This whole thing is a mess.

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Thanks for your feedback! On the atlas question, we specifically don’t atlas the textures as once we do that, it’s very difficult to go back. We know it’s possible that someone may want to use only a few props from this package in their game, and may want to atlas the textures with others in their project, for instance.

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I understand the difficulty of this decision on your end regarding atlases. The thing is that they are really not real-time ready. I’ve been considering creating duplicate sets for 3d assets; one with atlas and one set with separate textures. I for one appreciate assets that are atlased because there is usually a higher attention to efficient use of trims and you can always take an image from one atlas and put it in another. With the exception of a small number of tiling textures in a scene, the quality don’t need to be 4096 to look good in first person.

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Is there any way to get the HD packages working on 2019 and not using HDRP? I received a few of the packs from the recent Unity Humble Bundle and was quite disappointed to see that they required 2018.4 and HDRP. I don’t need super great graphics but I’m just looking for a few different small environments for my VR project and thought I could build some interesting ones with the Serekh and Construction packages.

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I’ve been going back and forth by just changing/adjusting the shaders…just change the material to standard shader (or similar nonHDRP shader) and use the applicable/usable textures from the HDRP shader. Make sure your adjusted material is on the assets. UV mapping and such should be intact from the original asset mesh and is not affected by changing the shader to standard.

People that are reporting that “everything is pink” and such are simply just not doing the above.

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What he said :slight_smile:

Yes, I’m looking to see if there is any way we can get an auto conversion tool. HDRP can be tricky though, as depending on the project, it’s possible that the textures wont’ at all work with the standard shader or UnviersalRP, though in many cases, they still will.

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This is sounds like it could be dangerous considering the added complexity of the project settings…a fully automated tool would have to take that into consideration and could be a big can of worms. https://assetstore.unity.com/packages/tools/utilities/normal-map-maker-10388 might be a little out-of-date, if anything, it would be nice to have something like this just built-in to unity. I think it took like 30 seconds the first time to change the shader, in my opinion I’m not sure I would use an automated tool for this if one existed. Other people might have other needs. It might be just as easy to simply make textures that work with both. That’s my game plan for now anyways.

oh wow
That’s a lot of work getting all the assets to run with default and LWRP… or the current HDRP.
Can you guys maybe include the substance files?

What process are you using to do this…most of the time it is literally just a matter of selecting the appropriate shader from a drop-down menu. The way I’m doing it is literally faster than the time it takes to microwave a burrito and requires no extra tools or scripting. If it’s taking you a long time, ask and I’m sure someone will help you speed up your workflow for this.

I don’t know why the Snaps Art HD packs don’t come with the assets in both LWRP/URP and HDRP flavors (and for that matter, why not support the legacy pipeline?). At that kind of premium pricing, the art pack should be ready to go and use regardless of a user’s render pipeline choice. Forcing URP users to have to play sneakerware games to force compatibility with a current shipping render pipeline… seems like the exact opposite of what the Snaps lineup is meant to help game developers do.

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Can anyone give me a walkthrough on this? Everything just turns pink to for me. I am using some of the chamber wall/floor and ceiling pieces in the serekh pack.

Edit: I tried this pack out in 2018.4 and it works but I also imported the prototype snap kit and that was all pink.

Overall, it is a very frustrating asset.

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I’m using the construction snaps.
When switching the shader only the albedo map stays on some materials. So I have to find for every material the right normal map and assign it. Everything that has a layered HDRP shader don’t get any map assigned.
All the glass or double sided Materials need special treatment.
Yes I went through all assets and switched the shader and assigned the textures. But without Metallic maps everything doesn’t looks nice and took me about two hours.
If I want to use these assets in my production I defensively have to go through substance to recreate the metallic maps to get usable results.
For premium assets like these I would find it fair if the source files would be included.
It would be nice if standard and lwrp would be included but i know how much work that involves.
But I would appreciate it very much if the substance files gets included, so I can export the textures for my target platform on my own.

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Hi Elin,

Unfortunately adding Substance source files will make the package extremely heavy, we cannot do that. However I found a workaround for you. Metallic map is currently stored in Mask Map in red channel in Construction site. So you need to open the mask map texture, let’s say in Photoshop, save only red channel as a separate file and you will have a Metallic map. Hope this helps.

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hmm
I’m using affinity designer for all my texture work.
There is no option to extract color channels.
So absolutely no chance to get the substance files?

There are a lot of free tools that would do it easily including Gimp, ImageMagick, ImageJ etc. ImageMagick is command line so you could probably write a script to automatically process a bunch of images at once.

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I’ve made a little progress. It works if I import the package into a new non-hdrp project.

No, unfortunately there’s no chance to get substance files.

So what are the other channels in the MaskMap image? And what is the BNM texture on some materials? It looks like a normal map but the material already has a normal map.

Thanks