Technical Details
Character:
– 3 Blueprints (1 base class, 2 child classes)
– 10 NPC example Blueprints
Character Editor:
– 3 Blueprints
– 9 UMG widgets
– 17 Additionals (textures, materials, mesh and structure)
Character Parts:
– 13 Blueprints (11 Data Asset base classes, 1 BP Function Library and 1 BP Macro Library)
– 129 PBR textures: albedo, normal, ORM (ambient [O]cclusion, [R]oughness and [M]etallic) and tint masks
– 94 materials (including 2 Master Materials for items and hairs, plus 92 material for actual meshes and tint samples)
– 44 meshes with 1 LOD
– 44 Data Assets
– 44 Thumbnail textures for Character Editor
– 13 Additionals (Data Tables, Enums, Structures and a Render Target for the thumbnails)
Maps:
– 1 Overview
– 1 Thumbnails Capture Scene
Other:
– UE4 Mannequin with slightly modified UE4 skeleton (added sockets)
– 3 simple scenery assets
Scaled to Epic skeleton: Yes
Rigged: Yes
Rigged to Epic skeleton: Yes
Animated: Yes (Epic’s default animations)
Number of characters: Arbitrary amount of variations per customization. 3 core types (villager, spiritual, citizen)
Vertex counts of characters: 13-20k
Texture Resolutions: 2048×2048 (PBR textures)
Supported Development Platforms:
– Intended: Windows, Mac, PS4, Xbox One, Android, iOS
– Tested: PC
Documentation: PDF and comments in Blueprint graphs, functions and variables
技术细节
性格:
-3个蓝图(1个基类,2个子类)
-10NPC示例蓝图
字符编辑器:
-3蓝图
-9UMG小部件
-17个附加物(纹理、材料、网格和结构)
字符零件:
-13个蓝图(11个数据资产基类,1个BP函数库和1个BP宏库)
-129PBR纹理:反照率,正常,ORM(环境[O]cclusion,[R]oughness和[M]etallic)和色调面具
-94种材料(包括2种用于物品和毛发的主材料,以及92种用于实际网格和色调样品的材料)
-44个网格与1个LOD
-44数据资产
-字符编辑器的44个缩略图纹理
-13Additionals(数据表,枚举,结构和缩略图的渲染目标)
地图:
-1概述
-1缩略图捕捉场景
其他:
-Ue4人体模型与略有修改的UE4骨架(添加插座)
-3个简单的风景资产
缩放到史诗骨架:是的
操纵:是的
装备史诗骨架:是的
动画:是(Epic的默认动画)
字符数:每个自定义的任意数量的变化。 3核心类型(村民,精神,公民)
字符顶点数:13-20k
纹理分辨率:2048X2048(PBR纹理)
支持的开发平台:
-预期:Windows,Mac,PS4,Xbox One,Android,iOS
-测试:PC
文件: 蓝图图表、函数和变量中的PDF和注释
*** UE5 Update May 2022 ***
Components are converted to the new UE5 Mannequin rig structure.
Keep in mind the female Metahuman tal nrw is slightly smaller as Quinn , but they use the same bone structure.
Ue4 Mannequin meshes are still included for existing costumers – The included ingame Editor is based on the UE4 Skeletal meshes. The Updated UE5 mesh port is not applied to Editor component.
Added Metahuman tal nrw support:
Body/Head need to be migrated from the metahuman creator and via Quixel Bridge.
Dont forget to assign the Control Rig to the SK Files (Epic does not allow to publish data directly from metahuman creator)
The Modular Medieval NPC comes with a load of assets to equip your medieval characters as you like.
Multiple hats, hairs, heads, chests, arms and legs are ready to be assembled to your own unique composition. Be it beggar, a rich townsman or a regular citizen – it’s your choice how to fill the world with NPC’s or maybe even use the provided items as Player Character gear.
Port on Metahuman will happen in Beta – after skeleton and workflows have been established.
Each equipment uses a master material and a mask texture, which allow you to tweak its visual appearance in detail. For compatibility to other asset packs (like weapon animation sets), the delivered skeletal meshes are skinned to the UE4 skeleton and main- and off-hand pivots are aligned to its hand grip. Main- and off-hand slots are also prepared in the Blueprints to receive your data.
To help you to get started with your new assets, the pack contains – beside the main Customizable Character Blueprint – NPC, Player Character and Character Editor Blueprints examples which implements all of the assets and their customization.
*** UE5更新2022年5月 ***
组件转换为新的UE5人体模型钻机结构。
请记住,女性Metahuman tal nrw与Quinn略小,但它们使用相同的骨骼结构。
Ue4人体模型网格仍然包括为现有的costumers-包括的iname编辑器是基于UE4骨架网格。 更新的UE5网格体端口未应用于编辑器组件。
增加了Metahuman tal nrw支持:
身体/头部需要从metahuman造物主和通过Quixel桥迁移。
不要忘记将Control Rig分配给SK文件(Epic不允许直接从metahuman creator发布数据)
模块化的中世纪NPC配备了大量的资产来装备你的中世纪角色,只要你喜欢。
多个帽子,头发,头部,胸部,手臂和腿部准备组装到您自己独特的组合。 无论是乞丐,一个富有的城镇居民还是一个普通的公民–这是你的选择如何填补世界与NPC的,甚至可能使用提供的物品作为玩家角色装备。
梅塔胡曼港 将在Beta中发生-在骨架和工作流程已经建立之后。
每个设备都使用主材料和蒙版纹理,允许您详细调整其视觉外观。 为了与其他资源包(如武器动画集)兼容,交付的骨架网格体被蒙皮到UE4骨架,主枢轴和非手枢轴被对齐到它的手抓地力。 主和非手插槽也准备在蓝图中接收您的数据。
为了帮助您开始使用新资源,该包包含–在主要可自定义角色蓝图旁边-NPC,玩家角色和角色编辑器蓝图示例,这些示例实现了所有资源及其自定义。
评论(0)