the playable demo is at the heaviest version of the demo map setting (all 4k textures with no compression, no texture streaming or VT, no asset streaming or HLOD, NO-LOD for assets except foliage, etc) so you can check the performance in the worst case scenario.
playable-demo is dev-build packaged so you have access to console commands if you want to check different stuff with Console commands.
there is also some more stuff I packed in there like customization for water material , baked AO for all assets as well as WP AO based on ambient calculated by lightmass mask on any level and full control over roughness, normal,tint, etc which can be controlled per material instance of assets (open any material you can check the customization for each)
Features:
- Optimized Baked Lighting
- Hand sculpted high detail Assets
- Local Fog Volume with customization
- Virtual texture streaming ready textures(POTS)
- Big POI assembled sections ready to be used
- Historically Accurate designs for assets
- Water material with customization
- 4K textures
- No-LOD
- etc
Number of Unique Meshes: 81
Collision: Yes, custom+ automatically generated
Vertex Count: from 12 to 57k
LODs: Foliage Only
Number of Materials and Material Instances:
- 7 material
- 32 Material Instance
- 1 Material Function
Number of Textures: 92
Texture Resolutions:
- foliage 2048×2048
- Props 4096×4096
- misc 256×256
Supported Development Platforms:
Windows: Yes
Mac: (!)
Contact:
- Email: SickaGameStudio@gmail.com
- Discord: SICKA#2489
可玩的演示是在演示地图设置的最重版本(所有4k纹理没有压缩,没有纹理流或VT,没有资产流或HLOD,没有-LOD的资产除了树叶等),所以你可以检查性能在最坏的情况。
playable-demo是dev-build打包的,所以如果你想用控制台命令检查不同的东西,你可以访问控制台命令。
还有一些更多的东西我包装在那里,如定制水材料,烤AO为所有资产,以及WP AO基于由lightmass mask在任何级别上计算的环境和完全控制粗糙度,法线,色调等,可以
特征:
- 优化烘焙照明
- 手工雕刻的高细节资产
- 本地雾量与定制
- 虚拟纹理流准备纹理(POTS)
- 可供使用的大型POI组装部分
- 历史上精确的资产设计
- 定制水材料
- 4k纹理
- 无LOD
- 等
唯一网格数:81
碰撞:是的,自定义+自动生成
顶点数:从12到57k
Lod:仅限树叶
材质和材质实例数:
- 7材料
- 32材质实例
- 1材料功能
纹理数量:92
纹理分辨率:
- 树叶2048×2048
- 道具4096×4096
- 杂项256×256
支持的开发平台:
Windows:是的
Mac:(!)
联系我们:
- 电邮:SickaGameStudio@gmail.com
- 不和谐:SICKA#2489
Orbital Market link for my assets
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A mix of fantasy and ancient Achaemenid Empire architecture .in particularly the PERSEPOLIS, the capital of one of the largest empires the World Has Ever seen. dating back to 2500 BC, known as the richest city under the sun.
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The goal was to get the mythical design of an existing ancient civilization and mix it with some fantasy design. assets are designed and sculpted from reference pictures from the remnant of the ancient city that still stands, including murals and statues, Columns, Column heads, etc
I also wanted to make this optimized with baked lighting to work well with last and current-gen hardware, that’s why I didn’t use nanite for better assets and lumen for lighting and went with full-baked lighting.
to get the correct atmosphere and quality, I used a Fog volume material with control over the mask, Color, opacity, etc in material instance to be customized in the material without needing to bake or making fog dependent on bake to affect the environment.
the last point was to have some pre-assembled big sections to be able to make a point of interest or level sections as fast as possible in any custom map/level or terrain. (grouped assembled to just Copy/Paste from custom map to another or add it as a sub-level)
Overall, just copying the setup assets (lights, fog, Postprocess volume) in the demo map and adding the big sections from Sections Map provided should get a similar result in any project (2 copy/paste and you should get a similar result or better if you tinker with it if you want the custom artistic look, just make sure to bake once for the fog to take effect)
All presentations are from UE4 and in-editor to make sure it is raw without any editing and exactly as you get.
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幻想和古老的阿契美尼德帝国建筑的混合。特别是波斯波利斯,世界上最大的帝国之一的首都。 可以追溯到公元前2500年,被称为阳光下最富有的城市。
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目标是获得现有古代文明的神话设计,并将其与一些幻想设计相结合。 资产是从仍然矗立的古城遗迹的参考图片设计和雕刻而成,包括壁画和雕像,柱子,柱头等
我也想使这个优化与烘焙照明工作良好的最后和当前的硬件,这就是为什么我没有使用纳米更好的资产和流明照明和完全烘焙照明。
为了获得正确的氛围和质量,我在材质实例中使用了一个可以控制遮罩,颜色,不透明度等的雾量材质,以便在材质中进行自定义,而无需烘烤或使雾依赖
最后一点是有一些预先组装的大截面,以便能够在任何自定义地图/关卡或地形中尽可能快地制作兴趣点或关卡截面。 (分组组装只是从自定义地图复制/粘贴到另一个或将其添加为子级别)
总的来说,只需在演示地图中复制设置资源(灯光,雾,后处理体积)并从提供的部分地图中添加大的部分,就可以在任何项目中获得类似的结果(2复制/粘贴,
所有的演示文稿都来自UE4和编辑器,以确保它是原始的,没有任何编辑,完全像你得到的。
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