An ancient Viking town model and material kit, perfect for prototyping and game production. Great for adventures or rpgs.
一个古老的维京镇模型和材料套件,完美的原型和游戏制作。 伟大的冒险或rpg游戏。
Features:
- Buildings with interiors. Including 2 x log cabins, 2 x stone huts, and 1 x wooden keep. Buildings are in pieces, for example -base, walls, and roof are separate meshes.
- Palisade pieces created in sections that can be used to create a variety of town sizes.
- Palisade tower.
- A variety of medieval props. See Content Browser screen.
- Foliage. Multiple grass clusters, trees, and bushes with a variety of switchable materials.
- 4 material blend for terrain.
Texture Sizes:
- The majority are 2048×2048 with only a small amount smaller. 4096 x 4096 is used for the thatch.
Scale: Centimeters (Though you may need to scale down depending on the project 75% or 80% seems good)
Simple Collision: Yes, custom when necessary, auto generated when sufficient. No collision on grass or bushes.
Lightmap UVs: Optimized on creation of asset, not auto generated.
Triangle Count: Varies greatly. Low end is around 50 triangles, high end is around 20,000. Created using typical poly budgets. I’d say the most common are between 1000 and 5000.
LODs: Yes, on some meshes. One additional level. Meshes included are trees, bushes, all palisade pieces, palisade tower, cabin roofs, and hut roofs. No LODs on meshes not previously listed.
Number of Meshes: 91
Number of Materials and Material Instances: 62
Number of Textures: 175
Performance: Consistent 120 fps on midrange system at 1080p. This is with baked lighting.
特征:
- 有室内装饰的建筑物。 包括2个小木屋、2个石屋和1个木屋. 建筑物是成片的,例如-底座,墙壁和屋顶是单独的网格。
- Palisade造揃造造揃造多臓赠造捉袖造揃造造捉辰造造孙巽造谁造损造俗造造袖造造臓赠
- 栅栏塔。
- 各种中世纪道具。 请参阅内容浏览器屏幕。
- 树叶。 多种草簇,树木和灌木,具有各种可切换的材料。
- 4地形的材料混合。
纹理尺寸:
- 大多数是2048×2048,只有少量较小。 茅草使用4096×4096。
比例尺: 厘米(虽然 根据项目的不同,您可能需要缩小规模 75%或80%似乎很好)
简单碰撞: 是的,必要时自定义,足够时自动生成. 在草地或灌木丛上没有碰撞。
光照贴图Uv: 优化创建资产,而不是自动生成。
三角形计数: 变化很大。 低端大约是50个三角形,高端大约是20,000个。 使用典型的poly预算创建。 我会说最常见的是1000到5000之间。
Lod: 是的,在一些网格上。 一个额外的水平。 网格包括树木,灌木,所有栅栏件,栅栏塔,小屋屋顶和小屋屋顶。 没有先前列出的网格上的Lod。
网格数: 91
材质和材质实例数: 62
纹理数量: 175
工作表现: 在1080p的中端系统上保持一致的120fps。
Included are a good variety or models and materials perfect for creating a barbarian town. Works with Iron Age, medieval, barbarian, and Viking type settings.
This medieval pack is intended to be used in the creation of a prototype or finished game. Everything shown in the screens, including the scene itself, is included. Lighting and PostProcessVolume are included. Most props use multiple materials consisting of a normal map, roughness map, specular map, and color map. Some materials consist of transparency and metal maps. The sky is the sky included with the engine.
Important/Additional Notes: There is a torch fire particle effect included. This is included as an extra to the pack. It can be used freely but LOD will need to be set up for it.
A small terrain is also included more to showcase the possibilities of the pack than anything else. It can be used in your project if you wish, but the height map would probably need to be blended on to a much larger landscape.
Only two of the buildings are furnished in the level. The others could be easily filled with the props included. This may be sufficient, but depending on the popularity of this pack I may create an expansion to add even more props.
Check out Lost Day Games for more information about the pack!
4.22 and Beyond Note: Due to the lighting changes in 4.22 you may find that the lighting is darker than expected in the scene. Raising the Intensity Scale of the Sky Light and the Intensity of the Directional Light and Point Lights then baking will fix this.
包括一个很好的品种或模型和材料完美的创造一个野蛮人小镇。 适用于铁器时代,中世纪,野蛮人和维京类型的设置。
这个中世纪的包是用来创建一个原型或完成的游戏。 屏幕中显示的所有内容,包括场景本身。 照明和PostProcessVolume包括在内。 大多数道具使用多种材质,包括法线贴图、粗糙度贴图、镜面贴图和颜色贴图。 一些材料由透明度和金属图组成。 天空是发动机附带的天空。
重要/附加注意事项: 有一个火炬火粒子效果包括在内。 这是作为一个额外的包. 它可以自由使用,但需要为它设置LOD。
一个小地形也包括更多的展示包的可能性比其他任何东西。 如果您愿意,它可以在您的项目中使用,但高度图可能需要混合到更大的景观中。
只有两个建筑物的水平配备。 其他的可以很容易地填充道具包括在内。 这可能就足够了,但根据这个包的受欢迎程度,我可能会创建一个扩展来添加更多的道具。
退房 失落的一天游戏 有关包的更多信息!
4.22及以后注意事项: 由于4.22中的光照变化,您可能会发现光照比场景中预期的要暗。 提高天空光的强度尺度和定向光和点光的强度,然后烘烤将解决这个问题。
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