RPG Barbarian Pack VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS.

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1 RPG Barbarian Pack VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. HAIR 7. SKIN 8. LEVEL OF DETAIL 9. CHANGE LOG Please leave a rating & review for us at the Unity Asset Store! If you need support, us or write us on the forums, but an honest review of our package will help other developers make a decision to purchase this and support us as we make more killer assets.

2 1. Introduction RPG Barbarian Pack PBR is a procedural PBR character package designed for video games developers. The procedural aspect means there are virtually unlimited looks you can give to the characters, creating unique looks that no one else has. Physically Based Rendering means the look can appear hyper realistic. Due to all of this and the physical size of the humans and their many optional parts there is a little setup involved. It shouldn t take long and maybe it ll be quite fun, as you ll get to fine-tune the look of your characters. In most cases the Quick Set Up section will be all that you need. For advanced users, if you re interested in scripting run time changes in the texture of the model, refer to the Scripting section. For details on Hair & Skin, please refer to those sections. Finally we include a brief list of the Animations currently included. We plan on updating our assets periodically, so please check the Asset Store for available updates. * If you have upgraded from a previous version, please check the Change Log at the end of this document to make sure we haven t changed anything you rely on.

3 2. Quick Set Up If you are unfamiliar with the Copy This To That script used in the SFB_Human_TextureCustomization scene, please watch this video to learn more! This quick guide will work for most users, and does not allow for run time changes in the look of the textures. For videos, please visit our website at where you will find much more detailed examples. We highly suggest you create your maps in a new project. The prefabs Human Male Demo and Human Female Demo already have all wardrobe and hair options attached (for Barbarian pack). Demo Character Details The prefabs Human Male Demo and Human Female Demo already have all wardrobe and hair options attached (for Barbarian pack). Each character has a dagger object in their left & right hands. The scripts attached to the demo characters are called during Animation Events for toggling the daggers on/off along with the animation where the character grabs the dagger from the sheath, or puts it back. The default materials are attached to these characters, NOT the procedural materials. Play the demo scene to see it in action, and refer to the scripts in that scene for methods of changing skin / hair and calling animations. Equipping Your Character using the equipcharacter.js Script IMPORTANT! Our Humans are set up slightly differently than you may be used to in other packages. There are a lot of clothing options, as well as multiple heads, eyes, eyebrows & hair. Further, we plan on having add-on wardrobe packages in the future, and we want to make sure that you re able to easily and quickly add those pieces to your game if it s already in development. 1. Bring Assets/SFBayStudios/SFB_HumanBase/Prefabs/[Male][Female]/Body/Human[Male][Female]_Body into your scene. You ll notice it is headless. 2. For each of the heads, bring the ones you d like to use in your game into the scene, as a child of the body. Do the same for the hair. All of these are found in the same Prefabs folder. 3. Find the wardrobe you d like to use in Assets/SFBayStudios/SFB_HumanBarbarian/Prefabs/[Male] [Female]/ and bring them into the scene as a child of the body. If you have any other wardrobe packages, bring these in as well, if you think you ll use it in your game. You can always add more later, if you so choose. 4. Organize the order if you d like.

4 5. Ensure the Body object is selected and in the menu Windows, select Equip Character. This will attach all of the wardrobe & head pieces to the body rig, and create a new prefab, named with a time stamp, for your character located here: Assets/SFBayStudios/Equipped Characters. 6. Turn off any body/wardrobe options you do not want on at the start. Your character is ready to go. * Special Note: If you want to have ONE object that contains both bodies, you can make the opposite body a child of the first, just like the rest of the objects. This finished product will be one object that can be either male or female, depending on which mesh is active, and weapons etc placed in the bone structure should work for either. Customizing Textures The power of our package comes from the ability to massively customize the look and feel of your character. We have provided a scene for you: SFB_Human_TextureCustomization please use the Copy This To That feature in that scene to quickly modify textures. View this video for more info: youtu.be/syr1yzi61bw We have provided the default textures pre-exported for you. Visit & register your purchase to download even more full texture sets ready to be used in game. I highly suggest you check out this 15 minute video showing the use of Copy This To That and Mass Exporter, as they both will save you a TON of time Open up the Texture Creation scene: Assets/SFBayStudios/SFB Demo Scenes/ SFB_Human_TextureCreation 2. The Copy This To That options are usually named in such a way so that you know which material is the Source material / group. You can also look at those objects in the inspector to get a better sense of how they are set up. Choose the first Source material in the project view. 3. Adjust the look of the Model(s) as you d like. There are a lot of options, so you may wish to just change the Hue/Saturation/Lightness for now. Trial and error will likely be a great method of discovering how many different ways you can modify the look and feel of the character. 4. When you are satisfied with the look of the Body, select the Copy This To That Controller object in the Scene View. This is an object that has an editor script attached to it. For more details on how to use this feature, visit 5. I have pre-set a large number of Actions. Each one will copy a section of the Body material to the other materials on the Dragon. Click the Copy button at the bottom, and in a few seconds, you should see all the Dragon parts update to match the look of your Body material. 6. If you d like, you can fine-tune the other materials, or change the Body material more, using the Copy script to update the rest of the materials. Keep in mind, the Copy script will replace any changes you ve made to the other Materials unless you delete the action from the list. 7. When you are ready to export your textures, select the Mass Exporter object. Choose a Group Name, something that will describe your completed texture set, and click Export All Maps. It may take

5 a white to finish, but when Unity is done importing everything, you ll have a complete set of textures and materials ready to be used in game at Assets/SFBayStudios/Exported Materials/[Group Name] 8. If you are changing only one or two or three of the maps (for instance, changing the color only won t have an affect on the Normal/MetalRough/AO maps), you can choose a Previous Group Name and opt to share the maps from that export. This will save you disk space and RAM usage. TIP: Often times custom exports can share [AO MetallicRoughness Normal] maps, and only need the AlbedoOpacity map changed. If so, you can save a lot on application file size and RAM usage by sharing maps. TIP: There are packages on the asset store that will create texture atlases for you. I have not personally tried any, so I m not sure how they manage it, but if you re concerned about draw calls, it may be a good idea to look into those packages. TIP: The Skirt material should be set to Cutout. What Material Goes Where? There are quite a few sub-meshes that you can optionally use. Some share materials. Refer to the list below. Material Gauntlet Gauntlet (Left/Right) Glove (Left/Right) Gladiator Belt Gladiator Belt Pteruges Poleyn Kneepad (Left/Right) Poleyn (Left/Right) Sub Meshes Manica Manica Dagger Dagger Dagger Pouch Faulds Faulds Belt Sheath Couter Couter (Left/Right) Armband (Left/Right) Skirt Cloth Tasset Skirt Boots Boot (Left/Right) Boot Flaps (Left/Right) Schynbalds (Left/Right) Sabatons (Left/Right) Bracers Bracers (Left/Right) Vambrace (Left/Right) Trousers Trousers Loincloth (Male / Female) Undergarment/Loincloth Undergarment Top Spaulder Spaulder Chest Spaulder (Left/Right) * For more in depth instructions, please refer to the videos linked at

6 3. Procedural Values The included Run Time procedural materials are designed to be used in game. They start with SFB_RT_. You ll find some basic scripting guidelines here, but we encourage you to use the Forums on the Unity website if you have more questions, as we aren t the best coders. NOTE: Due to the multiple sub-meshes, these would have to be used, and updated in code, per material. However, they should all blend perfectly together. SFB_RT_TextureBlend: Use this to blend between two textures. It accepts two groups of exported maps, and has a float value to blend between the two. One potential use is to blend between a clean and damaged version of an object. Perhaps the more it is used, the more the Damaged version is shown. SFB_RT_DirectionalBlood: Bring in your ready-to-go texture maps, along with the Positional Map for the object (included in the package). Choose the direction appropriate for your object, and then you can code the material to update in script. This could be used to add blood to an object whenever it s used, and the blood can fade out over time. SFB_RT_TextureBlend Category Name ID Type Min,Max Description N/A Blend Amount blendamount Blend amount between Texture group 1 and Texture group 2. SFB_RT_SFX Category Name ID Type Min,Max Description Water Level SFXWaterLevel How much water Water Details SFXWaterDetails Details of the water Refraction SFXRefraction Refraction of the water. (Try 0 for an ooze look) Reflection SFXReflection Reflection amount Reflection Distance SFXReflectionDistance Reflection distance Flow Direction SFXFlowDirection Changes the direction the water appears to be flowing SFX Water Color SFXWaterColor Color Color of the water (clear = default) Ice SFXIce How much of the water has turned to ice? Water is required for this to work.

7 Category Name ID Type Min,Max Description Ice Details Snow Moss Moss Scale Moss Color SFXIceDetails SFXSnow SFXMoss SFXMossScale int (1,4) SFXMossColor Color Details of the ice Amount of snow Amount of moss Scale of the moss texture Color of the moss SFB_RT_DirectionalBlood Category Name ID Type Min,Max Description N/A Axis axis int (1,6) Which direction should be blood go? X, X-inverted, Y, Y- inverted, Z, Z-inverted Height bloodheight How high does the blood extend Level bloodlevel How thick is the blood, works in conjunction with height Blood Contrast bloodcontrast The contrast of the pattern Color bloodcolor Color() Color of the blood Roughness bloodroughness How reflective the blood is, suggested range

8 4. Scripting It s possible to change values during run time. We include a few versions of the material, some of which are optimized for common run-time options. In those cases, you ll likely want to bake maps for the base materials you plan on using (which do not change at run time), and use the optimized versions. This will speed up the changes in game. Please Note: We are not the best coders. There may be more ways of doing what we re doing, perhaps better ways. Please use the forums on our site and the Unity forums if you d like to discuss or ask the community about various ways of doing this. We are also using Unity Script because, simply, it s what we currently understand. Check out our demo scripts for more extensive examples. var substance : ProceduralMaterial; // Set an Int or a Float value substance.setproceduralfloat("grunge2volume", 0.5); // Set a Color value substance.setproceduralcolor("grunge2color", Color(1,1,1,1)); // Get a Vector2 value var currentoffset : Vector2 = substance.getproceduralvector("grunge2offset"); // Set a Vector2 value substance.setproceduralvector( Grunge2Offset", Vector2(currentOffset[0],currentOffset[1])); Note: Visit for tutorials and videos showing more things you can do with our work.

9 Assets/SFBayStudios/SFB_HumanBase/Animations/ 5. Animations Animations for this package, as well as add-ons, are rigged to work with all of the clothing. Generic & Bow animations will work with all clothing from all add-on packages. Animations specific to a class will work with all the clothing from that package, but not others, although in some cases will will make others work if the look is terrible otherwise. Bow animations are designed to work with the Bows & Crossbows in our Weapons & Armor Pack, when used with these characters. The objects in those package are rigged as well, so strings and other parts of the objects will move with the animations. Animations are separated into Genders, as the clothing etc are slightly different sizes for each. Each contain the same animations with the same timing. Looped animations have a Start, Middle (loop) & End. Many animations have a Left & Right hand version. IMPORTANT: Hands are able to be open or closed, using animations and Avatar Masks (included in the package, check the demo for details). This way you can code the hands to act appropriately during animations while the character is carrying an item or not. Animation Looped? Description Attack01 (L/R) No Standing swipe attack Attack02 (L/R) No Standing horizontal swipe attack Cast01 Yes Standing, right hand forward cast Generic Animations Cast02 Yes Buff, leaning back arms extended, caught by the magic Cast03 Yes Both hands forward Death No Character falls back, turning slightly. Got Hit No Simple reaction GrabWeapon (L/R) No Character reaches back and grabs a weapon from their back. Use with Animation Event to equip the hand. Hand_Grip Yes HAND ONLY. Hands are gripped. Create an Avatar Mask for each hand (check demo scene) to control each hand independent of the other. Hand_Open Yes HAND ONLY. Hands are open. Create an Avatar Mask for each hand (check demo scene) to control each hand independent of the other.

10 Animation Looped? Description HeadLook (L/R) Yes The character turns their head Left or Right. Use with an Avatar Mask to mix this with other animations. Idle Yes Idle Loop Idle_break No A break from Idle Idle_Combat Yes An idle loop in combat position PutAwayWeapon (L/R) No Character reaches back and puts a weapon onto their back. Try switching to normal Idle after this, vs. Combat Idle before. Run Yes Running forward Walk Yes Walking Forward WalkBack Yes Walking Backward cautiously. Animation Looped? Description BowShoot (L/R) 01 Yes Shooting a bow mostly straight. BowShoot (L/R) 02 Yes Shooting a bow aimed high Crossbow Yes Shooting a crossbow forward Bow Animations Animation Looped? Description Attack01 (L/R) No Turn around and swipe horizontal Barbarian Animations Attack02 (L/R) No Forward/Upward swipe with short warmup Attack03 (L/R) No Forward-motion turn around and swipe horizontal CastSpell Yes Left hand forward casting DaggerOut (L/R) No Taking the dagger out of it s sheath. (Works with Dagger Pouch & Dagger, objects rigged with the Barbarian) DaggerBack (L/R) No Putting the dagger back in the sheath. (Works with Dagger Pouch & Dagger, objects rigged with the Barbarian) Death No Slightly more animated death Kick (L/R) No Forward kick RunningJump01 No Running jump with warmup and roll. RunningJump02 No Simple jump while running Taunt No Taunt animation

11 6. Hair Hair is always quite tricky. We have a custom shader written by bgolus on the Unity Forums. HUGE SHOUTOUT AND THANK YOU TO THIS AMAZING GUY! It s a two pass, double sided shader, and you ll find it in the shader menu under SFB/Two Sided SurfaceShader. By default, our hair objects have two materials, with a Standard Shader material, set to Fade, on top of this custom shader. This setup allows you to have two colors, one on each shader, to get more distinct and unique textures. If you re concerned about the cost of having two materials on the hair, remove the top level one, and keep the custom one. You can play with the Alpha Cutoff value to your taste, and uncheck Use Metallic Map if you d like to have control over the metallic/specularity of the hair. (This will also allow you to not use the specular map, saving a little bit of texture memory).

12 7. Skin Our skin starts off slightly peach color. Our intention was always to allow any shade of skin you may find in our world to exist. You can also create fantasy skin colors of course. We started with this color because it s easier to adjust darker than it is to adjust lighter. In the Procedural Materials SFB_HumanFemaleBody_v# and SFB_HumanMaleBody_v# you ll find sliders to adjust the Skin, Nipples & Nails. In the Procedural Materials SFB_HumanMaleHead1_v# and SFB_HumanFemaleHead1_v# you ll find sliders to adjust the Skin, Lips, Tongue, Gums & Teeth. Ensure any modifications to the Skin in one material is replicated exactly in the other. Suggestions The sliders are quite powerful. Generally the Hue slider should be used with minimal changes, making the base skin more red or more yellow. The Saturation slider can help with darker skin tones, which happen to be very saturated compared to lighter skin. Bring that high, and then drag it backward to taste. Lightness is important, of course, but almost always should be used in conjunction with changes to the Saturation. Contrast can help as well, although is not always required. Play with it to see how it works. Finally, using the Overlay Color and Overlay Blend can help achieve a color that may be more difficult to get with sliders, although I suggest you rarely bring the Blend above 40 or 50%, often 10-20% is fine. It may help to have a picture of someone who's skin you d like to replicate on hand for comparison.

13 8. Level Of Details There are multiple level of details available. The full resolution is of course the best to use in close up views. However each of the levels could be better for when the character is further away, or when they re not as visible based on your game. The default LODGroup may be a good option for many games. In many cases, LOD3 may be perfect, and for games where the character is always far away, LOD 4 or even LOD 5 will work. NOTE: Lower LODs introduce seams between the head and the body! Please pay attention to this just in case your game has the camera close enough to see these. Clothing may cover the seams of course. We have not provided LODs for the wardrobe. If you require less faces, please check out the (free) utility Simplygon, from the Unity Asset Store. It s what we use to create LODs, and it s wonderful.

14 9. Change Log Added a Texture Creation demo scene to make customizing textures much easier and faster. v3 Added Mass Exporter for super fast single-click texture/material exporting & setup. Added Copy This To That for quick and easy texture customization. Updated Procedural Materials to our latest graphs. v2 Removed Export script, as it was not working in latest Unity versions. Re-named and Re-branded the package Added support for the new Copy This To That editor tool, and included a new scene for Texture Customization. v1 Initial Version.

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