G4M3R Snack Set [FREE]
Added 2023-04-01 10:16:02 +0000 UTC
A RAR containing the G4M3R Snack Set 3D Model (FBX format) & all assosiated textures.
Let's go, GAMERS!
Get ready for an all-nighter gaming session full of W's with this tasty gamer snack set.
▷ 100% Made-from-Scratch!
▷ Rigged & weight-painted!
▷ Modeled to ZinPia's Fit Base.
▷ Includes 1k albedo, roughness, & normal maps.
【Bones】
▷ 17 Total Bones // 13 Unique Non-End Bones:
Head & Hip bones for merging, + 2 root bones for PhysBone settup, + 1 weighted bone per ear, + 8 weighted tail bones, + 3 end bones for endpoint preservation.
【Tips】
If you'd like to support me in making more free assets, please consider donating through my Ko-fi, instead of Gumroad.
【Terms of Use】
▷ Do not redistribute or resell this asset or any of its parts on an unfinished avatar, on its own, or in (an) asset bundle(s). This includes textures, as well.
▷ Do not claim as your own.
▷ Credit me if used commercially.
▷ Can be used on free & nitro avatars & packages. ✓
Thank you for your support! gg
【Discord】
Join the discord server to browse my collection of free hair textures, receive support & server freebies, boost for nitro rewards & partake in exclusive sales & giveaways!
【Tips for Use】
▷ PhysBones
Just apply a PhysBone component to the Ear Root & Tail Root, respectively.
Default PhysBone settings were used in this asset's showcase video.
▷ Optimizing Bones
This asset has end-bones. To reduce the number of bones in your project, you can delete the end bones within blender before importing into Unity. Just be sure to set your Y end point position when you set up your PhysBones. :)
▷ Material Set-Up (Unity)
I used Poiyomi toon shader for this asset in Unity, with the "Fade" setting. I applied a .25 emission to the tail, of its base color, & used all the given textures (Albedo, Roughness, & Normal).
▷ Setting Blend Mode (Blender)
For the both materials, I recommend using the "Alpha Hashed" blend mode. This can be changed in the "Material Properties" tab in Blender.
Because the blend method is not written to the FBX file at export, Blender will import it with "Alpha Blend" mode as default. This can be easily changed here:
