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Enhance your models with low cost AO by Anon_1463
As opposed to SSAO (Screen Space Ambient Occlusion) which is a real time system of calculating the ambient occlusion(AO), think very costly, here we have a solution where the AO is pre-calculated (baked) at design time. What is the advantage of doing it this way you ask? Well, the resultant AO data is packed into the vertex info of the model and does not need to be continuously calculated. Since it's a design-time generation of data, you're limited to a static light setup, but that's generally is enough to give a visual improvement on a platform like mobile. This AO gives the impression of depth without the use of normal maps thus adding details without taxing the graphics system. This asset serve this purpose well. There are only a few steps to generated AO data.
1. Make sure the model is a static, thus non-moving in the scene.
2. Model can NOT have a skinned mesh.
3. Must apply one of the VD shaders supplied with the asset
4. Select model.
5. Bring up the VD window and bake.
6. For prefabs, generate a cloned model using the other tool supplied.
Done! Not much work for cheap visuals.
Get this one, you will need it by Anon_1525
If you ever wondered why unity made games don't look as awesome as those that is being made with unreal engine, here is the secret.
Unity developers are 70% indie, they send every screen shot they is good, on the other hand, there are big companies behind unreal engine, they will hand pick the pictures they want to send on web, and guess what, they will never talk about the secrets behind those looks.
When you get a model, there are two chances, a) you or one of your members modeled it in your team, b) you got it somewhere online, being it commercial or free. In both cases, many indie companies, just go for color and normal map textures, they may also go for displacement maps, but almost 90% of them totally ignore other types that are available in 3d applications simply because they don't know what are those maps for. They would only look into unity's new shader and try figuring what maps they need. Well, that is why their materials never look as good as bog companies. It's not important if you can't use the texture directly in unity's new shader or not, it's not important if you can't write your own shader, get shader forge and in less than few hours, you will learn why other shaders are important, also, there are tons of free video tutorials on video composition available online, watch one or two because they explain how different maps will sit on top of each other to make the final look.
Ok, lets get to this asset, the developer had done great job developing it, but very dumb naming of what it really is, it's not called dirt map, it's called occlusion map. What it is? the short version is that it's a map that will tell the system where parts of the model occlude another part of it. Normally, those parts in real life will collect dirt, that is why some people unprofessionally call it dirt map, but how to use it? you would need a multiply node and multiply this map with your color map and you get final result ! keep in mind there are other maps that you can export from other 3d applications too !