Number of Materials: Two unique, nine instances.Do Materials derive from a Master Material with instances as variation: YesNumber of Textures: 28Texture Resolution (complete list): T_SandbagWall_01_Albedo 4096x4096T_SandbagWall_01_M 2048x2048T_SandbagWall_01_NormalOM 4096x4096T_SandbagWall_02_Albedo 4096x4096T_SandbagWall_02_M 2048x2048T_SandbagWall_02_NormalOM 4096x4096T_SandbagWallCorner90_01_Albedo 4096x4096T_SandbagWallCorner90_01_M 2048x2048T_SandbagWallCorner90_01_NormalOM 4096x4096T_SandbagWallCorner90_02_Albedo 4096x4096T_SandbagWallCorner90_02_M 2048x2048T_SandbagWallCorner90_02_NormalOM 4096x4096T_SandbagWallDestroyed_01_Albedo 4096x4096T_SandbagWallDestroyed_01_M 2048x2048T_SandbagWallDestroyed_01_NormalOM 4096x4096T_SandbagWallEnd_01_Albedo 4096x4096T_SandbagWallEnd_01_M 2048x2048T_SandbagWallEnd_01_NormalOM 4096x4096T_SandbagWallLong_01_Albedo 4096x4096T_SandbagWallLong_01_M 2048x2048T_SandbagWallLong_01_NormalOM 4096x4096T_SandbagWallLong_02_Albedo 4096x4096T_SandbagWallLong_02_M 2048x2048T_SandbagWallLong_02_NormalOM 4096x4096T_SandbagWallDetail_01_Normal 512x512T_SandbagWallDetailDirt_01_Albedo 512x512T_SandbagWallDetailDirt_01_Normal 512x512T_SandbagWallThreds_01_Albedo_A 512x512Engine Compatibility: 4.14.3 – 4.15Intended Platform: AllPlatforms Tested: WindowsDocumentation Included: NoImportant\Additional Notes: Wetness amount can be adjusted on an individual material instance basis or globally through a material parameter collection in the level Blueprint.
Number of Materials: Two unique, nine instances.Do Materials derive from a Master Material with instances as variation: YesNumber of Textures: 28Texture Resolution (complete list): T_SandbagWall_01_Albedo 4096x4096T_SandbagWall_01_M 2048x2048T_SandbagWall_01_NormalOM 4096x4096T_SandbagWall_02_Albedo 4096x4096T_SandbagWall_02_M 2048x2048T_SandbagWall_02_NormalOM 4096x4096T_SandbagWallCorner90_01_Albedo 4096x4096T_SandbagWallCorner90_01_M 2048x2048T_SandbagWallCorner90_01_NormalOM 4096x4096T_SandbagWallCorner90_02_Albedo 4096x4096T_SandbagWallCorner90_02_M 2048x2048T_SandbagWallCorner90_02_NormalOM 4096x4096T_SandbagWallDestroyed_01_Albedo 4096x4096T_SandbagWallDestroyed_01_M 2048x2048T_SandbagWallDestroyed_01_NormalOM 4096x4096T_SandbagWallEnd_01_Albedo 4096x4096T_SandbagWallEnd_01_M 2048x2048T_SandbagWallEnd_01_NormalOM 4096x4096T_SandbagWallLong_01_Albedo 4096x4096T_SandbagWallLong_01_M 2048x2048T_SandbagWallLong_01_NormalOM 4096x4096T_SandbagWallLong_02_Albedo 4096x4096T_SandbagWallLong_02_M 2048x2048T_SandbagWallLong_02_NormalOM 4096x4096T_SandbagWallDetail_01_Normal 512x512T_SandbagWallDetailDirt_01_Albedo 512x512T_SandbagWallDetailDirt_01_Normal 512x512T_SandbagWallThreds_01_Albedo_A 512x512Engine Compatibility: 4.14.3 – 4.15Intended Platform: AllPlatforms Tested: WindowsDocumentation Included: NoImportant\Additional Notes: Wetness amount can be adjusted on an individual material instance basis or globally through a material parameter collection in the level Blueprint.
Promo: youtube.com
3D previews: sketchfab.com
All meshes include LODs and collision. LOD 0 is between 8k and 13k triangles for most meshes.
The textures are in .tga format and 4096×4096 in resolution with additional detail textures of 512×512 resolution. Ambient occlusion and dirt masks are placed in the normal map blue and alpha channels and the roughness textures are placed in the albedo alpha channel to reduce texture fetches in the shader. There is an additional shader and texture for some of the damaged sandbags that has alpha in it to create some of the lose threads that break up the silhouette.
The base textures can be scaled down easily without major loss of quality due to the detail textures used in the shader and have been balanced to work well with PBR and realistic lighting conditions.
The UVs of each mesh are uniquely laid out with no overlapping in UV set 1. The lightmap UVs in UV set 2 are generated through UE4.
The sandbags use a master shader that control material instances for each sandbag wall, allowing you to tweak only the master shader to have the changes apply to all sandbags at once.
The master shader has a connection to a material parameter collection called MPC_Wetness that can be exposed to blueprints or sequencer and changed in real-time to make the sandbag shader turn wet over time.
As a bonus, included is a pre-built showcase scene with HDRI sky and advanced terrain material that you can use for renders.
促销活动: youtube.com
3D预览: sketchfab.com
所有网格都包括Lod和碰撞。 对于大多数网格体,LOD0介于8k和13k三角形之间。
纹理在里面。tga格式和4096×4096分辨率,附加细节纹理512×512分辨率。 环境光遮蔽和污垢蒙版放置在法线贴图蓝色和alpha通道中,粗糙度纹理放置在反照率alpha通道中,以减少着色器中的纹理抓取。 有一个额外的着色器和纹理的一些损坏的沙袋,其中有阿尔法创建一些丢失的线程,打破轮廓。
基础纹理可以很容易地缩小,而不会由于着色器中使用的细节纹理而造成严重的质量损失,并且已经平衡,可以很好地与PBR和逼真的照明条件配合使用。
每个网格的Uv都是唯一的布局,在UV集1中没有重叠。 UV集合2中的光照贴图Uv是通过UE4生成的。
沙包使用一个主着色器来控制每个沙包墙的材质实例,允许您只调整主着色器以使更改一次应用于所有沙包。
主着色器有一个名为MPC_Wetness的材质参数集合的连接,该集合可以暴露给蓝图或sequencer,并实时更改以使sandbag着色器随时间变湿。
作为奖励,包括一个预建的展示场景与HDRI天空和先进的地形材料,您可以使用渲染。
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