5.5 UPDATE!!! CHECK DOCUMENTATION!
Number of Unique Meshes: Around 150+
Total Meshes + Variations: 1054
Collision: Auto
Vertex Count: Varies from the batch of 3D models. Please see the documentation or screenshots for more.
BATCH 1: GEOMETRY ONLY [Grates 1 to 11 ONLY]: HD Grates and Bars are the densest 600+ – 7000 verts. There are only four highpoly models. HD GRATE and HD GRATE BARS 10 [60k verts] & 11 [110k verts]. For best data please check the documentation, thanks!
Grate Bases: 96 tris/96 verts.
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BATCH 2: HYBRID OPACITY AND LOW POLY: 2 unique meshes. 54-56 verts, 34-36 tris.
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BATCH 3: OPACITY ONLY – PLANE BASED MESHES ONLY: All meshes are a Plane Mesh each. 2 tris. Made for _MIs
Note: HD/Mid poly grates use 128-512 lightmap settings. In UE4 grates 10 and 11 have shadow cast off.
LODs: No Custom. Most LevelArchitecture.
Materials: 8 Masters. 3x for V4, 2x For Parallax and 3x for Example Showcase Content
Instances: 937
Textures: 2117
Texture Resolutions: 2K
[BC, BC with Alpha, N, ORM and a few extra individual alpha textures]
Custom Lightmaps: No, In-Engine
Demo Scene: UE4: 12, UE5: 24
Supported Dev Platforms: Windows: Yes / Mac: No
Documentation: https://docs.google.com/document/d/1YZW3mRYB2NDWh5LEWQSZ7uOIoPyUvgT7cvbJQqnerUk
Important/Additional Notes: LEGACY/OLD FBX files available in ArtStation Store and CGTrader
5.5更新!!! 检查文档!
唯一网格数: 约150+
总网格+变化: 1054
碰撞: 汽车
顶点计数:因3d模型批次而异。 请参阅 文件 或截图更多。
批次1:仅限几何[仅限格栅1至11]: HD格栅和酒吧是最密集的600+-7000verts。 只有四个highpoly模型。 HD格栅和HD格栅酒吧10[60k verts]&11[110k verts]。 为了获得最佳数据,请查看文档,谢谢!
炉排底座: 96tris/96verts.
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批次2:混合不透明度和低聚:2个独特的网格。 54-56verts,34-36tris。
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批次3:仅不透明度-仅基于平面的网格: 所有网格都是一个平面网格。 2tris。 为_MIs而设
注: HD/Mid聚格栅使用128-512光照贴图设置。 在UE4中,格栅10和11有阴影投射。
Lod: 没有习俗。 最LevelArchitecture。
资料: 8大师。 3x用于V4,2x用于视差,3x用于展示内容
实例: 937
纹理:2117
纹理分辨率: 2K
[BC,BC与阿尔法,N,ORM和一些额外的个人阿尔法纹理]
自定义光照贴图: 不,引擎内
演示场景: UE4:12,UE5:24
支持的开发平台:Windows: 是/Mac:否
文件: https://docs.google.com/document/d/1YZW3mRYB2NDWh5LEWQSZ7uOIoPyUvgT7cvbJQqnerUk
重要/附加注意事项: ArtStation商店和CGTrader中提供的旧版/旧FBX文件
Documentation Reworked and Updated with Pictures. Link at the bottom. Pack is quite big. Includes meshes and some re-usable materials. If you need ask any questions. Thanks!
VERY IMPORTANT READ AND SEE BEFORE PURCHASE.
IDEAL TARGET IS: PC MID 6GB+ to HIGH_End PCs 8GB+
This pack is VRAM HUNGRY if you want to use all pack contents in a single level. It may use up to 8-9GB with out of the box 2048×2048 textures. A single V4 grate will use around 13-15mb VRAM at 2K Res Texture Size.
General Specs:
V4 TOTAL PACK SIZE: ROOT Floor_Grates_Pack_JFG_V4 / V4 DEFAULT = 8.71GB / EXAMPLE SHOWCASE = 381MB / LEGACY = 2.09GB
V4 Total Pack Contents:
V4 Total Pack Meshes: 1054
V4 Only: 648 [V4 DEFAULT: 348 + V4 PARALLAX: 300]
EXAMPLE SHOWCASE CUSTOM MESHES + PLANES: 83
EXAMPLE FANTASY SCI-FI HALLWAY + PLANES: 82
LEGACY TOTAL: 241 [LEGACY: 134 + LEGACY PARALLAX: 107]
Note: Not all unique, please read the documentation if needed and/or see screenshots for more information.
IMPORTANT UE5: NANITE does not work on plane mesh grates in 5.0. In 5.1 and 5.2 it doesn’t work with two meshes that use glass material for the Fantasy SCI-FI hallway. Nanite seems to work well for everything on 5.3.
Material Instances: 937
V4 DEFAULT = 348
V4 PARALLAX = 300
LEGACY DEFAULT = 134
LEGACY PARALLAX = 107
EXAMPLE SHOWCASE = 48 [CUSTOM MESH = 12 + HALLWAY_JFG [FANTASY SCI-FI HALLWAY] = 17 +GENERAL EXAMPLES = 19]
Master Materials: 8
+3x for Default V4 Grates
+2x for Parallax V4 Grate Variations
+3x for Example Showcase Content
TOTAL Demo Rooms: 12 [V4: 9 + LEGACY/OLD: 3]
TOTAL Demo Rooms UE5: 24, see below.
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UE5 Static Light UE4 Demo Rooms: Same from UE4 available with light-baked information and post process set to GI None and Reflections Screen Space. Same number as UE4.
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UE5 Demo Rooms LUMEN: There is a folder called _UE5_LUMEN which includes all V4 scenes tweaked to use LUMEN. Legacy included so in total in UE5 you get about 24 Demo Rooms which have different purposes.
This package includes the V4 contents, LEGACY/OLD contents and a few EXAMPLE SHOWCASE contents including a Fantasy SCI-FI hallway that showcases some of the grates, plus another showcase that includes custom meshes to do unique and extra designs. Please check the V4 video for more info and the screenshots. Video link at the top.
SUPER IMPORTANT, HEAVIEST PART OF THE PACK.
Textures: 2117 in total
with all the Example Showcase contents and OLD/LEGACY content too.
For V4 alone there are: 1628 Textures.
Packed: BC_ / BC_ with Alpha Channel for Opacity ones / N_ / _ORM
Includes individual separated Alpha Textures if needed. These are not used but I included them in-case needed.
150 Individual Alpha Textures included if needed and 67 Alpha Textures for PARALLAX content.
Texture Resolution: 2048×2048. Can be downgraded in-engine if needed so it fits your budget.
Floor Grates Pack for your scenes, cinematics for games. Includes about 50 grate designs plus variations of each design in polycount, material instance, texturing, etc. It also includes some extras I decided to put to showcase the meshes and some other cool stuff.
The goal with this was to create something I could also use myself too in the creation of potential sketches, prototypes or maybe even some playable levels while quickly using grate meshes for industrial or fantasy sci-fi looking things. The goal too is to have fun while having a variable pool of designs and variations [50 designs/patterns, 3 different batch variations in polycount or method and 2x looking variations on each, clean and dirty totaling about 600+ variations.] to grab from for quick progression.
The material instances with opacity also allow for re-usage with meshes that have UV data or are even unwrapped. So, one could do mixtures as long as the mesh accepts the material. For reference, the primitives from Unreal Engine allow the usage of the materials nicely. Now with this you have a few sliders that I added in the material instances for quick UV editing like tiling and offset and so on.
Please refer to the pictures and videos and description specifically to see where this is supported and not. Finally, I also brought an EXPERIMENTAL Parallax to the material instances supported in order to fake the depth of the grates from different angles. This works only for the planar based grates and material instances. Please see video V4 for more info. ALSO CHECK THE DOCUMENTATION TO KNOW LIMITATIONS!
NOTE: LEGACY/OLD V3 AND BEFORE CONTENT INCLUDED TOO. THANKS!
OUTDATED INFO BELOW FOR LEGACY/V3 and below.
V3 Material Instance Video – Shows how to change the color of the model and more properties: https://youtu.be/vvtD-Zz3xUw
Release Video: https://youtu.be/NHGzLYcKT7g
V3 Update:
1) Re-worked materials
1.1) Added material instances [x134] controlled by 3 master materials [1x for high poly, 1x for low poly and 1x for low poly bars]
1.2) Material instances have many options such as AO, Normal, Metallic, Roughness, Diffuse Color and more which you can quickly tweak via the MI_ instances
2) Revised all contents and re-organized in several areas where needed. Naming Conventions used [SM_ / M_ / MI_ / T_]
Grate Floor Pack with variety for your scenes, cinematics, or games including a range of low polygon & mid polygon grates. Can be used modular via individual base meshes + bars if needed or 1 single mesh.
Features:
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Variety of grates, about 50 unique grates [textures] and 29 unique meshes. Total in-engine meshes including everything in the pack with variations. [x134]
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3 master materials covering 134 instances. You will be able to modify things like Diffuse Color [Overall model color], AO Power, Metallic Power, Normal Map Power, Roughness Power/Level and Opacity [On and Off] + Power. Note: depends from mesh and which material instance it uses. High polygon grates do not have the opacity option for example. Check screenshots for more info.
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Low Poly meshes and Mid Poly meshes included [HD versions, only for grates 1 to 9]
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Individual bases [3x meshes] + [50x] individual grate bars [separated grate mesh]
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Includes joined grates as 1 model/mesh too. [x50]
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1 material per mesh / several low poly materials can be used as tile-sheet style [grate_bars_low] please check the screenshots
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Note: Low Poly Materials use alphas and render double-sided.
IMPORTANT
NOTE 1: FOR UE5.0: Low Polygon meshes do not work with Nanite ON in UE5, texture does not display. The mid/high polygon meshes work fine with Nanite On, but do not enable for low polygon ones. This happens to grates that range from 4 to 56 verts.
NOTE 2: Nanite ON in super low poly versions works well! with UE5.1 [still this feature may not be needed to be turned on for the super low polygon versions, but tested in-case anybody needs it activated all the time for any reason]. – note 1 above is only for Unreal Engine 5.0 versions.
Technical Details [FROM UE MARKETPLACE AS IT WAS BEFORE 9/17/2024]
Collision: Auto
Vertex Count: Polycount varies from the batch of 3D models. Please see the documentation or screenshots for more. For best data please check the documentation, thanks!
Note: HD/Mid poly grates use 128-512 lightmap res. In UE4 grates 10 and 11 have shadowcast off.
LODs: No Custom. Most LevelArchitecture.
Instances: 937
Textures: 2117
Texture Resolutions: 2K
[BC, BC with Alpha, N, ORM and a few extra individual alpha textures]
Custom Lightmaps: No, In-Engine
Demo Scene: UE4: 12, UE5: 24
Supported Development Platforms: Windows: Yes / Mac: No
Documentation: https://docs.google.com/document/d/1YZW3mRYB2NDWh5LEWQSZ7uOIoPyUvgT7cvbJQqnerUk
文档重新编写和更新图片。 链接在底部。 包是相当大的。 包括网格和一些可重复使用的材料。 如果你需要问任何问题。 谢谢!
非常重要的阅读和购买前看。
理想的目标是:PC MID6GB+到HIGH_End PCs8GB+
这个包是 饥饿的VRAM 如果您想在一个级别中使用所有包内容。 它可以使用高达8-9GB的开箱即用2048×2048纹理。 一个V4格栅将使用大约13-15mb的VRAM在2k Res纹理大小。
一般规格:
V4总包大小:根 地板_grates_pack_jfg_v4 / V4默认 =8.71GB / 示例展示 =381MB / 遗产 =2.09GB
V4总包装内容:
V4总包目数:1054
仅V4:648[V4默认:348+V4视差:300]
示例展示自定义网格+平面:83
例子幻想科幻走廊+飞机:82
遗产总数:241[遗产:134+遗产视差:107]
注意:并非所有都是唯一的,如果需要,请阅读文档和/或查看屏幕截图以获取更多信息。
重要的UE5:NANITE在5.0中的平面网格格栅上不起作用。 在5.1和5.2中,它不适用于两个使用玻璃材料的幻想科幻走廊的网格。 Nanite似乎适用于5.3上的所有内容。
材料实例:937
V4默认=348
V4视差=300
传统默认值=134
遗留视差=107
示例展示=48[自定义网格=12+HALLWAY_JFG[幻想科幻走廊]=17+一般示例=19]
主材料:8
默认V4格栅+3x
视差V4格栅变化+2x
+3x例如展示内容
示范室总数:12间[V4:9+遗产/旧:3]
总演示室UE5:24,见下文。
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Ue5静态光UE4演示室: 同样从UE4可与光烘焙信息和后处理设置为GI无和反射屏幕空间。 号与UE4相同。
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UE5演示室流明: 有一个名为_UE5_LUMEN的文件夹,其中包括调整为使用LUMEN的所有V4场景。 在UE5中,您总共可以获得大约24个不同用途的演示室。
这个软件包包括V4内容,遗留/旧内容和一些示例展示内容,包括一个幻想科幻走廊,展示一些格栅,以及另一个展示,包括定制网格做独特和额外的设计。 请检查V4视频以获取更多信息和截图。 顶部的视频链接。
超级重要,最重的部分。
纹理:共2117
与所有的示例展示内容和旧的/遗留内容。
对于V4单独有:1628纹理。
包装:BC_/BC_与不透明度的Alpha通道/N_/_ORM
如果需要,包括单独的分离Alpha纹理。 这些没有使用,但我把它们包括在需要的情况下。
如果需要,包括150个单独的Alpha纹理和视差内容的67个Alpha纹理。
纹理分辨率:2048×2048。 如果需要,可以在引擎中降级,因此它符合您的预算。
地板格栅包装为您的场景,电影游戏。 包括大约50个炉排设计以及polycount,材料实例,纹理等每个设计的变化。 它还包括一些额外的我决定把展示网格和其他一些很酷的东西。
这样做的目的是创造一些东西,我也可以用自己在创造潜在的草图,原型,甚至一些可玩的水平,同时快速使用格栅网格为工业或幻想科幻外观的东西。 我们的目标也是在拥有一个可变的设计和变化池的同时获得乐趣[50个设计/模式,3个不同的批量变化在polycount或方法和2x寻找变化在每个,干净和肮脏总计约600+变化。]从抢快速进展。
具有不透明度的材质实例还允许在具有UV数据或甚至展开的网格体中重复使用。 因此,只要网格接受材料,就可以进行混合物。 作为参考,虚幻引擎中的基元可以很好地使用材质。 现在有了这个,我在材质实例中添加了一些滑块,用于快速UV编辑,如平铺和偏移等。
请参阅图片和视频和描述具体看到这是支持的,而不是。 最后,我还为所支持的材质实例带来了实验视差,以便从不同角度伪造格栅的深度。 这仅适用于基于平面的格栅和材料实例。 请参阅视频V4了解更多信息。 还要检查文档以了解限制!
注意:遗留/旧V3和之前的内容也包括在内。 谢谢!
过时的信息下面的遗产/V3和以下。
V3材质实例视频 -显示如何更改模型的颜色和更多属性: https://youtu.be/vvtD-Zz3xUw
发布视频: https://youtu.be/NHGzLYcKT7g
V3更新:
1)再加工材料
1.1)添加的材料实例[x134]由3个主材料控制[1x用于高聚,1x用于低聚,1x用于低聚棒]
1.2)材质实例有许多选项,如AO,法线,金属,粗糙度,漫反射颜色等,您可以通过MI_实例快速调整
2)修订了所有内容,并在需要的地方在几个领域重新组织。 使用的命名约定[SM_/M_/MI_/T_]
格栅地板包与各种为您的场景,电影,或游戏,包括一系列低多边形和中多边形格栅。 可以通过单独的基本网格+酒吧,如果需要或1个单一的网格模块化使用。
特征:
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各种格栅,约50个独特的格栅[纹理]和29个独特的网格。 总的引擎内网格,包括所有的东西在包与变化. [x134]
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3主材料复盖134实例。 您将能够修改漫反射颜色[整体模型颜色],AO功率,金属功率,法线贴图功率,粗糙度功率/级别和不透明度[开和关]+功率等内容。 注意:取决于mesh及其使用的材质实例。 例如,高多边形格栅没有不透明度选项。 检查屏幕截图以获取更多信息。
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低聚网和中聚网包括[HD版本,仅适用于格栅1至9]
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单个底座[3x网格]+[50x]单个格栅条[分离格栅网格]
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包括连接格栅作为1个模型/网格也。 [x50]
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每个网格1个材料/几个低聚材料可以用作瓷砖片样式[grate_bars_low]请检查截图
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注意:低聚材料使用阿尔法和渲染双面.
重要事项
注1: 对于UE5.0: 低多边形网格在UE5中不使用Nanite,纹理不显示。 中/高多边形网格在Nanite上可以正常工作,但不启用低多边形网格。 这发生在范围从4到56verts的格栅上。
注2:纳米在超低聚版本工作良好! 与 UE5.1 [尽管如此,对于超低多边形版本来说,这个特性可能不需要打开,但是如果有人因为任何原因需要它一直激活的话,就会进行测试]. -注1以上仅适用于虚幻引擎5.0版本。
技术细节[从UE市场,因为它是在9/17/2024之前]
碰撞: 汽车
顶点计数:Polycount因3d模型的批次而异。 请参阅 文件 或截图更多。 为了获得最佳数据,请查看文档,谢谢!
注: HD/Mid poly格栅使用128-512光照贴图res。在UE4格栅中,10和11关闭了阴影。
Lod: 没有习俗。 最LevelArchitecture。
实例: 937
纹理:2117
纹理分辨率: 2K
[BC,BC与阿尔法,N,ORM和一些额外的个人阿尔法纹理]
自定义光照贴图: 不,引擎内
演示场景: UE4:12,UE5:24
支持的开发平台:Windows: 是/Mac:否
文件: https://docs.google.com/document/d/1YZW3mRYB2NDWh5LEWQSZ7uOIoPyUvgT7cvbJQqnerUk
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