BLUEPRINTS (light emitting props) – 4
LEVEL SEQUENCE (simple animations for the included map) – 1
MAPS (SteamingTown, Overview_map) – 2
MATERIALS (31 materials, 42 material instances, one material function) – 74
MESHES (360)
- BEAMS (a few wooden arches and beams) – 7
- BRIDGES (arched and suspended wooden structures) – 8
- BUILDINGS (22 different buildings (each with or without steampunk) + Torii gate) – 55
- COLUMNS (wooden with circular or rectangular cross section) – 9
- DECORATION (lanterns, fountain, crane, table, pot, candles, stone pillars) – 15
- DOUGONG (Chinese dougong, brackets) – 16
- ENGINES (all sort of parts for wicked machines, engines, valves, fans) – 21
- FLOORS (stairs, wooden platforms, stone floors, individual and combined) – 39
- FOLIAGE (jungle-like plants) – 11
- MERGED (unique elements – vines, large floors/walls) – 7
- PIPES (with 3 different thicknesses, straight, turning) – 29
- RAILING (wooden banister) – 5
- ROCKS (3 large ones, 4 medium, 7 smaller, 5 roughly hewn blocks) – 18
- ROOFS (merged ones, individual pieces, wall machicolations) – 36
- SIMPLE (cube) – 1
- TREES (4 live with detachable leaves, vines, one without) – 17
- WALLS (wooden panels, openwork, merged walls, stone walls) – 44
- WINDOWS_DOORS (rectangular and circular windows and doors, large city gate) – 23
TEXTURES – 147 from 256 to 4k
COLLISION – 325 meshes have precise, custom collision.
LODs: 274 have LOD's set up.
蓝图(发光道具)-4
关卡序列(包含地图的简单动画)-1
地图(SteamingTown,Overview_map)-2
材质(31个材质,42个材质实例,一个材质函数)-74
网格(360)
- 横梁(一些木拱门和横梁)-7
- 桥梁(拱形和悬挂木结构)-8
- 建筑物(22个不同的建筑物(每个有或没有蒸汽朋克)+鸟居门)-55
- 柱(圆形或矩形横截面的木制)-9
- 装饰(灯笼,喷泉,起重机,桌子,锅,蜡烛,石柱)-15
- 斗工(中国斗工,括号)-16
- 发动机(用于邪恶机器,发动机,阀门,风扇的所有部件)-21
- 地板(楼梯,木平台,石地板,单独和组合)-39
- 树叶(丛林般的植物)-11
- 合并(独特的元素-藤蔓,大地板/墙壁)-7
- 管道(具有3种不同厚度,直,车削)-29
- 栏杆(木制栏杆)-5
- 岩石(3大块,4中等,7小块,5大致凿过的块)-18
- 屋顶(合并的,单独的,墙壁机械)-36
- 简单(立方体)-1
- 树木(4个生活与可拆卸的叶子,藤蔓,一个没有)-17
- 墙壁(木板,镂空,合并墙壁,石墙)-44
- 门窗(矩形和圆形门窗,大城门)-23
纹理-147从256到4k
碰撞-325网格具有精确的自定义碰撞。
Lod:274已经建立了LOD。
VIDEO (SHORT SHOWCASE +TUTORIAL) – MAKE YOUR OWN STEAMPUNK HOUSE
Steampunk parts are detachable! You can go for more traditional look if you want.
(UE 5.0 and later) Environment "Steaming Town" is lit dynamically, to view it properly in UE5 go to project settings and turn off 'allow static lighting' and enable 'generate mesh distance fields' – this way you get real time ambient occlusion based on the proximity of objects in the scene. Restart the engine! To edit the AO – scroll down in the Skylight properties – tweak the Distance Field AO settings to your liking.
Current settings (UE 5.2): Skylight (movable – intensity scale '1' , directional light – intensity '8 lux' and under the post processing – turn off the global illumination (or set to 'screen space' for better result – with it, you get realistic bounced light in the shadows)
Asset pack with hundreds of modular meshes – from small architectural pieces to large buildings (some of which you can enter). Together with high quality rocks, foliage and steampunk machines this pack allows you to create entire environments. Pack contains optimized map "Steaming Town" where you may find useful parts to quickly copy over to your own project. There is also an "Overview_map" with models laid out on a plain surface among which there are additional 7 buildings (of 22 total) made of grouped modular props (those are merged in the environment for optimizing draw calls). You can rearrange those small pieces, select them all and right click/merge actors to change the merged buildings in the environment.
This asset pack is easy to use with a clear folder structure and models that work well together. 274 out of 360 meshes have LOD's set up (up to 5 LOD's for higher poly meshes), 325 meshes have precise, custom collision. Materials and textures are high resolution PBR images that combine both – realistic design and hand painting. Material for rocks and stone floor uses world aligned texture – rendering moss or dirt always on the top, making them blend with terrain no matter the alignment. Several materials (such as metallic ones and rock) use dense tiling of the detail maps, making them more detailed up close. If you want – you can further increase level of detail of the textures by changing the "Maximum Texture Resolution" for each texture to '0' (this way the engine will use the imported texture resolutions, instead of the reduced ones).
短片(短片展示+教程) -制作自己的蒸汽朋克屋
蒸汽朋克部件是可拆卸的! 如果你愿意,你可以选择更传统的外观。
(UE5.0及更高版本)环境”Steating Town”是动态点亮的,要在UE5中正确查看,请转到项目设置并关闭”允许静态照明”并启用”生成网格体距离场”-这样,您可以根据场景中 重新启动引擎! 要编辑AO-在天窗属性中向下滚动-根据您的喜好调整距离场AO设置。
当前设置(UE5.2):天窗(可移动强度标度”1″,方向光强度”8勒克斯”和后处理下-关闭全局照明(或设置为”屏幕空间”以获得更好的效果-有了它,你可以在阴影中获得真实的反射光)
资产包包含数百个模块化网格体-从小型建筑碎片到大型建筑物(其中一些可以进入)。 与高品质的岩石,树叶和蒸汽朋克机器一起,这个包允许你 创建整个环境. 包包含优化 地图”热气腾腾的小镇” 在那里你可以找到有用的部分快速复制到你自己的项目。 还有一个 “Overview_map” 模型布置在平坦的表面上,其中还有7座建筑物 (共22人) 由分组的模块化道具(那些在优化绘制调用的环境中合并)制成。 您可以重新排列这些小块,将它们全部选中并右键单击/合并actor以更改环境中合并的建筑物。
此资源包易于使用,具有清晰的文件夹结构和可以很好地协同工作的模型。 在360个网格中,有274个网格设置了LOD(对于更高的多边形网格,最多5个LOD),325个网格具有精确的自定义碰撞。 材料和纹理是高分辨率的PBR图像,结合了现实的设计和手绘. 岩石和石头地板的材料使用世界对齐的纹理-渲染苔藓或污垢总是在顶部,使他们与地形混合,无论对齐。 几种材质(如金属材质和岩石)使用密集的细节图平铺,使它们更详细。 如果需要-您可以通过将每个纹理的”最大纹理分辨率”更改为”0″来进一步增加纹理的细节级别(这样引擎将使用导入的纹理分辨率,而不是减少的纹理分辨率)。
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