I'd be be happy to dude :) Just drop me an email at flumen.work@gmail.com so I can send you the key privately (Someone might read it here before you XD )
Dysfunctional_Games
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Yeah the issue with the animations I am going to dive into this weekend, It's really strange because they are created in Blender using NLA Strips, and not on one giant frame sheet. Which Is why I was a little confused , they should be separated and named on import. So that is a very serious issue and I appreciate you spotting that. Also the pre-setup avatar is a great suggestion(Will include an example animator tree too), I've been in the process of starting to ready some assets for the Unity & Unreal/Fab Store. So I have to setup all that stuff anyway.
I've just been really fortunate to be super booked on contract/commission work lately, and I don't have much time to dedicate the store as I used too. But I'm going to try and split some personal dev time on weekends to implement fixes and suggestions.
Thanks again Carson, as an apology for the wait time on those updates. If there's any prop or character pack in my catalogue you might find useful I'd be happy to send you it for free. Just drop me an email :)
Thank you so much for that, like I said I am aware the Mixamo stuff might be a bit janky, I hope to improve my understanding as I do more. But if there's any issues that pop up with any of my assets, I'm always here to try and make it better.
Even if it takes a few f%#k ups and revisions XD I want to make affordable and technically/artistically good psx assets for the dev community.
So I appreciate the occasional rough reality check, reminds me that I still have things to improve one.
Hey I'd love to help with the issues, A lot of your complaints are related with the recent Mixamo update which I'm pretty new to honestly, my apologies if it's been more complicated than advertised. But I'm here to help, if you could send me a more detailed complaint to flumen.work@gmail.com and we can sort it out as promptly as possible. I'm bringing them into Unity now to investigate.
Thanks, that's awesome to hear. I created him with the intention of being like a survival-horror protagonist. So that means I did my job :)
I can for sure include those animations too, It might take another week though.
As I'm taking the time to update the "zombies" and "modular male" properly as a full update with some extra stuff too. As well as the Mixamo stuff and bug fixes, some basic documentation on methodology/implementation. The reason for this big update is I plan to add them to the Unity and Unreal store, so I need to include all that stuff. Your patience and input is greatly appreciated. And thank you so much for the support :D
So my rigs our unique, they follow the Unity Native setup for easy import, with some lesser finger bones, because even the most simple native rig in both Unity and Mixamo have too many spine & finger bones, my idea with these was to be as simple as possible so people would not have to do LOD's on animations and rigs down the line. But if someone wanted to run it through Mixamo's auto-rigger all they would have to do is remove the rig (And the skinned weights from my rig to save on weight calculations) then do the Mixamo Auto-Rig.
What I'm going to do though, is before the end of the day I will update this asset to include the Mixamo Rig as well. You're not the first person to ask for this, so I definitely want to update all my assets to have that option. But I have a lot of characters and I'm always busy with commission work. So if theirs any other models you've purchased from me, just send me an email or DM on Twitter and I can give those characters the Mixamo update too over the next few days :)
Yeah I kinda agree, been loving the strong use of normal maps in late-ps2/early ps3 era. And honestly I'm just a little tired of just pixelating everything, maybe I should rename the last 3 packs to "PSX-2/PS2"??
But they are all super low poly and the textures are 256x like my PSX models always are :D My thought process was that I could provide higher quality texture art, and devs could just crunch the textures more if necessary. Also I'd say a most devs are just using post shaders or effects to distort or pixelate the screen for PSX stuff. But I am open to being wrong XD
All good I totally understand, should have the update out by tomorrow. The awkward thing is that the rig is unity native, you will see that when you bring it in via the rigging menu. But for some reason Mechanim animations don't work with my rig, my assumption is it something to do with the way I've structured my IK Targets. It's something I will have to research and test more in the future.
I was trying to achieve that initially, but I've had issues with animations used from mechanim. (Puppeting is always an option)
It is the same rig as the rest of my psx characters is what I was trying to say, so you can share animations across them.
The mechanim riddle is one I'd like to solve though, so we can chat via email: flumen.work@gmail.com
Hopefully I can get the mechanim compatibility working with some input from the community.
Thank you for the support and message. Have an awesome day
I'm going to run some tests today in Unity, weirdly enough I've run into this same issue before with a model I commissioned before it's something to do with NLA Action Strips, and it's always the last animation on the list. I think I know what's causing it and I will patch it by the end of the day so you can just re-download it.. My apologies for the "jank" :) I appreciate you pointing out so I can make the pack better.
Should of stated this in the other reply, but the pack is completely free to use. Even commercially in game projects, I just don't condone the use of my work in AI generators or people reselling the assets as their own.
But if you want to use them to make a game and then sell a game, go for it. That's what this resource is for. And I would seek no financial cut from you. But if you do make a dope game, I always appreciate the mention. And if anyone has found value in the pack and can throw me dollar or two that's awesome.
Hey dude perfectly legit questions and thanks for the kind words, I will add some FAQ at the bottom of the page so this is explained to everyone properly from now on :)
After you purchase a commission, Itch shares your contact email with me privately and I email you from there in regards to your request. (You can also contact me at flumen.work@gmail.com)
So I'm open to doing any prop asset for the $2 commission, after completion I put it into the pack so everyone can use it for free. This allows me to offset the low price of the commission by increasing the volume of the pack, hopefully increasing the amount of donations in the long term. And last of all providing more quality art resources for other developers to use freely.
The person commissioning the asset, you. Does receive a special variation or version of said asset. This can include a different texture variation or decorative asset related to the initial request.
I.e.. if you wanted a water wheel for a river scene, I could include a special vines and flowers decorative asset for the water wheel that would only be made available to you. And not included in the pack, but everyone else would still get the plain water wheel asset.
-Characters are not included in the bounds of this commission, but I am a character artist with experience in both Unity and Unreal rigs so if you want to discuss and see what a quote would look like please email me at flumen.work@gmail.com I feel like a charge very reasonable rates. And I can send you my recent portfolio and quote/contract example from there.
I think that covers everything, thanks so much Niven. Looking forward to trying Final Contract, and hope to chat soon dude.