[3D Asset-Unity] The Probe

Discussion in 'Announcements' started by MACHIN3, Sep 1, 2016.

  1. MACHIN3

    MACHIN3 New Member

    Aug 27, 2016
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    The Probe is a spherical, unmanned vehicle capable of floating and flying and comparable to a drone in its autonomous or remote controlled operation.

    This asset is quite detailed and created with an eye towards current and next-generation needs in the gaming, VR and real-time film spaces.

    Painted Metal
    Painted Metal (inside)
    Plastics (without Sensor)
    Camouflage (without Thrusters)



    While not specifically advertised as a modular asset, the probe is built from and provided as 4 basic mesh components:
    • main
    • inside*
    • front(sensor)
    • back(thrusters)
    * The inside part is in fact 2 separate meshes - one on the front and one in the back.

    Each of those 4 main parts has its own texture-set and material.

    Having the inside parts separated allows you to not render them, if you choose to have the front and back parts attached. This saves texture memory and avoids rendering unnecessary polygons.

    At the same time it's giving you the flexibility to get more out of the asset as well as giving us the flexibility to potentially extend the asset in the future, although that completely depends on how The Probe performs on the asset store, so no promises.
    In case you would be interested in extensions to this asset of any kind, we welcome your input and suggestions either here or via email at support@machin3.io

    Materials for The Probe are provided in form of substance .sbsar files, which contain procedural materials allowing for significant customization. Highlights:
    • 2 main, plain material choices - painted metal and plastics
    • a mix of both, where the plastic parts act as accents to the painted metal parts
    • a 4th camouflage material
    • emissive controls for each
    • parametric dirt
    • hero decal: use your own logo/icon on the model!
    There's prefabs for The Probe in different assembly variations for substance materials as well es for default(static) materials.


    The following chart provides an overview of the specific settings available and demonstrates some of the variations that can be achieved.

    No matter the material choice, you have control over the emissive strength, as well as the emissive hue.


    The front part allows for the activation of a hero decal, which can be any 512 by 512 image you supply.


    Finally, you can add parametric dirt to the materials and have control over the intensity(dirt level), as well as the contrast and grunge amount. Notice, that the dirt is not evenly distributed and will in fact be more pronounced in crevices, which is achieved through the supplied AO and curvature maps.


    • 26K main + front + back
    • 35K main + insides + front + back
    • 18K main + insides
    Textures sets
    • 2048x2048 main
    • 2048x2048 insides
    • 2048x2048 front (sensor)
    • 2048x2048 back (thrusters)
    • AlbedoTransparency
    • MetallicSmoothness
    • Normal
    • Fluting (Normal)
    • Emissive
    • AO
    • Curvature
    • substance specific masks
    All textures provided in .png format.

    • Substance .sbsar (procedural)
    • default materials* (static)
    * if you want to use default materials, you need to manually set all normal maps to "Normal" texture type, instead of the default "Texture" texture type, which is required for the substance materials to work. A good way to do this is to select the appropriate material and use the "Fix now" button next to the normal input.

    Unity 5.3 is the "substance parity" release, meaning it's visually consistent with what artists create in Allegorithmic's Substance products. The Probe will work in earlier versions of Unity too, but we'd advice you to use a GGX shader nonetheless to achieve the highest visual quality.


    The Probe on the Unity Assetstore
    MACHIN3 on the Unity Assetstore

    Happy to answer any questions here, via email, or at the Unity Community thread.
    #1 MACHIN3, Sep 1, 2016
    Last edited: Sep 1, 2016

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