Features:

  • 120+ Modular medieval building assets for the following types: Castlewalls, Church, House, Keep (optimized for POM and PDO; snap to grid: 100)
  • 40+ Interior meshes
  • Interactive animated door blueprints (press E-key)
  • 10+ basic furniture meshes
  • 30+ medieval clutter
  • Rocks & cliffs with dynamic moss materials
  • Foliage (trees, plants, grass)
  • Vertex-painted and/or procedural [UE5] imperfections
  • Parallax Occlusion Materials
  • Distance-based tessellation materials [UE4 only]
  • Customizable ocean material
  • Create your own medieval banner – material [UE5]
  • Playable landscape area
  • Distant terrain mesh [UE5]
  • Detailed demo-Scene to explore + easter egg
  • Asset overview-scene
  • Texture sizes: 4k – 2k  

Collision: Yes (Generated)

Vertex Count: 50 – 15000

LODs: 3 – 4 (Generated)

Number of Meshes: 170+

Number of Materials and Material Instances: 70+

Number of Textures: 120+

Supported Development/Target Build Platforms: PC

Additional Notes

Pixel-Depth-Offset can cause self-shadowing artifacts due to Engine-limitations.

特征:

  • 120+模块化中世纪建筑资产,适用于以下类型:Castlewalls,Church,House,Keep(针对POM和PDO进行了优化;snap到grid:100)
  • 40+内部网格
  • 互动动画门蓝图(按E键)
  • 10+基本家具网格
  • 30+中世纪杂波
  • 岩石和悬崖与动态苔藓材料
  • 树叶(树木,植物,草)
  • 顶点绘制和/或程序[UE5]缺陷
  • 视差遮挡材料
  • 基于距离的曲面细分材质[仅限UE4]
  • 可定制的海洋材料
  • 创建自己的中世纪旗帜 -材料[UE5]
  • 可玩景观区
  • 遥远地形网格[UE5]
  • 详细演示-场景探索+复活节彩蛋
  • 资产概览-场景
  • 纹理尺寸:4k-2k  

碰撞:是(生成)

顶点库恩电话:50-15000

Lod:3-4(生成)

网格数: 170+

材质和材质实例数: 70+

纹理数量: 120+

支持的开发/目标构建平台:PC

其他注意事项

由于引擎限制,像素深度偏移会导致自阴影伪影。










Anniversary Trailer 5.0: https://www.youtube.com/watch?v=dm-7pdOCrFA

(Old) Showcase: https://youtu.be/MzsTtX5dyo0

(Old) Features: https://youtu.be/3IB6woGoLtw

UPDATE 5.0: New assets (clutter, landscape, foliage, ocean), partially reworked materials, and updated environment!

Note: These changes (seen in screenshots 1-5 and the anniversary trailer) are NOT available for previous versions.

Sunset´s architectural medieval assets were modeled with special attention to work with Parallax Occlusion Mapping (POM) in combination with Pixel Depth Offset (PDO). All materials are highly customizable: create your own medieval banner, adjust wear effects through parameters as well as vertex-painting, tweak colors on the fly, or change the soft windy breeze into a stormy nightmare. All architectural materials use atlas-free texture sets, that can easily be replaced with your own textures or surfaces from Quixel Bridge.

Decorate your levels with a variety of medieval clutter and furniture, populate your mountain vista with low poly flora and explore a large-scale demo environment, fully cluttered with attention to detail.

Troubleshooting:

Q: I have low fps, what can I do?

A: The demo environment can be quite demanding due to its scale. To further improve performance you can:

  • [UE5] Turn off raytracing and/or lumen (the demo environment uses lumen for GI and Reflections, provided you have it enabled).
  • [UE5] Disable volumetric clouds
  • Get rid of the distant trees in the foliage tool (those that are labeled with “LOD”). Small rocks or ivy should be placed with caution, too.
  • Use more static shadows. A lot of the foliage casts dynamic shadows for better aesthetics. You can disable “cast dynamic shadows” inside the foliage tool.
  • Merge meshes. The demo environment is built entirely of modular meshes for demonstration, but in finished games, meshes are often combined to reduce draw calls. Do this if your performance problems are mainly caused by the CPU.
  • Reduce steps for the parallax materials (or for mobile: disable parallax and pixel depth offset entirely).
  • Disable volumetric fog (inside exponential height fog details).
  • Enable early z-pass in your project settings.
  • Use culling volumes, or individually cull small objects at a closer distance.
  • For forward-rendered projects: Get rid of anything translucent or applied to screen space (post-processing).

Q: My walls/ parallax-materials look off with dynamic lighting and/ or Raytracing. Why?

A: This is a known limitation of POM/PDO in Unreal called self-shadowing and also the main reason the demo environment uses mostly static lighting. Disable Raytracing for light sources near parallax surfaces (if you want to keep them dynamic), use static directional lighting, or disable PDO inside all materials. Reducing the pixel depth might also help.

Q: My foliage looks weird/ flickers/ has black splotches all over it. Why?

A: Most of the foliage materials in this pack use world position offset for animation. This is also true for the banner meshes and is known to cause issues in UE5. There are workarounds online that might help with this issue. The screenshots and trailer were shot with Lumen and Raytraced GI turned on so it is possible to fix this somehow.

Q: Why don’t you use Nanite? Why are your meshes so low poly?

A: This pack was created in 2018 with a low poly approach in mind. In fact, the polycount of most “old” meshes in this pack suits them more for projects with a tight performance budget. What is most taxing in the demo environment is the map size/ number of actors (especially the vista), the lighting/ effects (e. g. fires, volumetric clouds and GI), and some materials with high instruction counts (e. g. ocean).

Do you need support or have further questions?

Contact me: xsgamestudios@gmail.com

***Monthly Unreal Engine Sponsored Content product for May 2022***



周年纪念预告片5.0: https://www.youtube.com/watch?v=dm-7pdOCrFA

(旧)展览厅: https://youtu.be/MzsTtX5dyo0

(旧)功能: https://youtu.be/3IB6woGoLtw

更新5.0:新的资产(杂乱,景观,树叶,海洋),部分重新加工的材料,和更新的环境!

注意:这些更改(见截图1-5和周年预告片)不适用于以前的版本。

日落建筑中世纪资产的建模特别注意视差遮挡映射(Pom)和像素深度偏移(PDO)的工作。 所有材料都是高度可定制的:创建自己的中世纪横幅,通过参数和顶点绘画调整磨损效果,动态调整颜色,或将柔和的微风变成暴风雨的噩梦。 所有建筑材料都使用无阿特拉斯纹理集,可以很容易地替换为您自己的纹理或表面从像素桥。

用各种中世纪的杂乱和家具装饰你的水平,用低聚植物填充你的山景,探索一个大规模的演示环境,完全混乱的注意细节。

故障排除:

问:我有低fps,我该怎么办?

答:由于其规模,演示环境可能非常苛刻。 要进一步提高性能,您可以:

  • [UE5]关闭光线追踪和/或lumen(演示环境使用lumen进行GI和反射,前提是您已启用它)。
  • [UE5]禁用体积云
  • 在植物工具中移除远处的树木(那些标有”LOD”的树木)。 小石头或常春藤也应该小心放置。
  • 使用更多静态阴影。 为了更好的美观,很多树叶都会投射动态阴影。 您可以在植物工具中禁用”投射动态阴影”。
  • 合并网格。 演示环境完全由用于演示的模块化网格体构建,但在完成的游戏中,网格体通常被组合以减少绘制调用。 如果您的性能问题主要由CPU引起,请执行此操作。
  • 减少视差材料的步骤(或移动:完全禁用视差和像素深度偏移)。
  • 禁用体积雾(指数高度雾详细信息内)。
  • 在项目设置中启用早期z-pass。
  • 使用剔除体积,或单独剔除距离较近的小物体。
  • 对于前向渲染的项目:摆脱任何半透明或应用于屏幕空间(后处理)。

问:我的墙壁/视差材料看起来与动态照明和/或光线追踪。 为啥?

答:这是虚幻中POM/PDO的一个已知限制,称为自阴影,也是演示环境主要使用静态光照的主要原因。 禁用视差表面附近光源的光线追踪(如果要使其保持动态),使用静态定向照明,或禁用所有材质内部的PDO。 减少像素深度也可能有所帮助。

问:我的叶子看起来很奇怪/闪烁/到处都是黑色的斑点。 为啥?

答:这个包中的大部分植物材质都使用世界位置偏移来制作动画。 这对于横幅网格体也是如此,并且已知会在UE5中引起问题。 网上有一些解决方法可能有助于解决这个问题。 截图和预告片是用流明和光线追踪GI打开拍摄的,所以可以以某种方式解决这个问题。

问:你为什么不使用Nanite? 你的网格为什么这么低?

答:这个包是在2018年创建的,考虑到低聚方法。 事实上,此包中大多数”旧”网格体的polycount更适合性能预算紧张的项目。 在演示环境中,最大的负担是地图大小/actor数量(特别是vista)、照明/效果(例如火灾、体积云和GI)以及一些指令计数较高的材质(例如海洋)。

您是否需要支持或有其他问题?

联系我: xsgamestudios@gmail.com

***2022年5月虚幻引擎赞助的月度内容产品***



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