-Features:
- A modular set of walls, floors and building assets for constructing a fantasy village
- A variety of wooden medieval styled door, fence, lantern and window props
- A range of foliage and rock meshes and materials for making a fantasy field environment
- Dynamic day night system
- Weather system with a variety of particles and dynamic lighting
- Post process materials for adding subtle cel-like shading to objects in the scene
-Number of Unique Meshes:
- 46 Village Props
- 136 Building parts (walls, floors, roofs)
- 75 Foliage (grass, bushes, flowers, trees)
- 22 Rocks
- 13 Other (Particles, distant mountains, water, etc)
-Collision: Yes, Auto generated mostly. Manual where required.
-Vertex Count:
- Buildings: 500-3000 tris
- Props: 300-1000 tris
- Small Foliage: 100-500 tris
- Trees: 10,000-20,000 tris
-LODs: Yes, Auto Generated
-Number of Materials and Material Instances:
- 1 Base Materials
- 12 Material Instances
-Number of Textures:
- 173
-Texture Resolutions:
- Most textures at 4096×4096
- Small objects like particles use 512×512 – 1024×1024
-Supported Development Platforms:
- Windows 64bit
-特点:
- 一套模块化的墙壁、地板和建筑资产,用于建造一个梦幻村庄
- 各种木制中世纪风格的门、栅栏、灯笼和窗户道具
- 一系列树叶和岩石网格和材料,以创造一个幻想的领域环境
- 动态昼夜系统
- 具有多种颗粒和动态照明的天气系统
- 后期处理材质,用于在场景中的对象中添加微妙的类似cel的阴影
-唯一网格数:
- 46村庄道具
- 136个建筑零件(墙壁、地板、屋顶)
- 75树叶(草,灌木,花卉,树木)
- 22岩石
- 13其他(颗粒,远山,水等)
-碰撞:是的,主要是自动生成的。 需要时使用手册。
-顶点计数:
- 建筑:500-3000tris
- 道具:300-1000tris
- 小叶:100-500tris
- 树木:10,000-20,000三
-Lod:是的,自动生成
-材质和材质实例数:
- 1基材
- 12个材质实例
-纹理数量:
- 173
-纹理分辨率:
- 大多数纹理在4096×4096
- 像粒子这样的小物体使用512×512-1024×1024
-支持的开发平台:
- Windows64位
A complete pack of foliage, rock, modular village building assets and medieval style props for creating a fantasy village and lush natural environment.
Also includes time of day and weather blueprints that add vibrant dynamic lighting to your worlds.
Video trailer here: https://youtu.be/eeZEGb9bgxU
—
Includes variations of walls, floors and roofs types as well as a range of other architectural assets that can be placed on a grid, flipped and rotated to produce a tiled environment. Also includes wooden medieval styled door, fence, lantern and window props.
All architectural and prop assets utilise a collection of tilable materials that can be easily reused on other assets. These materials use vertex painting to paint colors, add moss or vertex damage. These also use Parallax Occlusion Mapping to increase the detail on meshes with little performance loss.
—
Includes a range of grass, flower, bush and tree assets for painting a landscape with foliage meshes. Foliage materials will move in the wind based on weather intensity and tree blueprints contain particle systems to simulate falling leaves.
—
Time of day will progress when game is played. Day speed can be changed and lighting effects like sunlight, fog, volumetric clouds and skybox clouds will change color depending on if it’s day, night or sunrise/sunset.
—
Weather will also change randomly during play going from blue skies to cloudy to rainstorm. Includes Niagara particle systems that vary in intensity depending on the weather type. Fog and sky colors will also change depending on weather. Cloud intensity is stored in a material collection parameter that can be added to any material to change how it looks depending on the weather.
—
Easily edit rivers, fences, vines, bridges and cliff rocks with splines. Hold the alt key and drag to add more spline points.(demonstrated in trailer video at 1:02) Also includes a bird spawner blueprint that will auto-generate spline points that birds will fly along during gameplay.
—
Change the direction, flow rate and foam of water by painting with different vertex colors. Use red and green channels to set flow direction. Use blue channel to set speed. Use alpha channel to set foam amount (demonstrated in trailer video at 1:19)
—
Add shading, moss or damage to building and props with vertex colors. RGB channels can be used for lighting and shading. A channel controls moss and damage amounts. (demonstrated in trailer video at 1:11). (Due to limits in the number of vertex channels; materials can only have moss or vertex damage, not both. Uncheck “use alpha channel for moss” in material instance to switch to using damage instead. Rocks have moss mapped to R channel.)
wooden medieval styled door, fence, lantern and window props.
一个完整的树叶,岩石,模块化的村庄建筑资产和中世纪风格的道具,创造一个幻想的村庄和郁郁葱葱的自然环境。
还包括一天中的时间和天气蓝图,为您的世界添加充满活力的动态照明。
视频预告片:https://youtu.be/eeZEGb9bgxU
—
包括墙壁,地板和屋顶类型的变化以及一系列其他建筑资产,可以放置在网格上,翻转和旋转以产生瓷砖环境。 还包括木制中世纪风格的门,篱笆,灯笼和窗户道具.
所有建筑和道具资产都使用可倾斜材料的集合,这些材料可以很容易地在其他资产上重复使用。 这些材料使用顶点绘画来绘制颜色,添加苔藓或顶点损坏。 它们还使用视差遮挡映射来增加网格上的细节,而性能损失很小。
—
包括一系列草、花、灌木和树木资源,用于绘制带有树叶网格的景观。 树叶材质将根据天气强度在风中移动,树木蓝图包含粒子系统来模拟落叶。
—
一天中的时间将在游戏进行时进行。 白天的速度可以改变,光线效果,如阳光,雾,体积云和天空盒云将改变颜色取决于它是白天,晚上或日出/日落。
—
在从蓝天到多云到暴雨的比赛中,天气也会随机变化。 包括尼亚加拉粒子系统,其强度取决于天气类型. 雾和天空的颜色也会根据天气而变化。 云强度存储在材质集合参数中,该参数可以添加到任何材质中,以根据天气改变其外观。
—
轻松编辑河流,围栏,藤蔓,桥梁和悬崖岩石与样条。 按住alt键并拖动以添加更多样条点。(在1:02的预告片视频中演示)还包括一个鸟类产卵器蓝图,它将自动生成样条点,鸟类将在游戏过程中飞行。
—
通过用不同的顶点颜色绘画来改变水的方向,流速和泡沫。 使用红色和绿色通道设置流向。 使用蓝色通道设置速度。 使用alpha通道设置泡沫量(在1:19的预告片视频中演示)
—
添加阴影,苔藓或损害建筑和道具与顶点颜色. RGB,RGB 通道可用于照明和遮光。 A 通道控制苔藓和伤害量. (在1:11的预告片视频中展示)。 (由于顶点通道数量的限制;材料只能有苔藓或顶点损伤,而不是两者。 取消选中材质实例中的”使用alpha通道进行苔藓”,以切换到使用伤害。 岩石有苔藓映射到R通道.)
木制中世纪风格的门,栅栏,灯笼和窗户道具。
评论(0)