Scaled to Epic skeleton: (Yes) Physically-Based Rendering: (Yes) Texture Size (Diffuse=2048×2048 – Normal=2048×2048 – Mask=1024×1024 – Detail=512×512) Collision: (Yes, Custom) Vertex Count: Between 469 – 636 LODs: LOD0 – LOD1 Number of Meshes: 1 mesh (per sword) – 1 mesh (per scabbard) – 4 swords + 4 scabbards (total) Number of Materials and Material Instances: 1 base material – 1 base instance – 3 instances (total – shared) Number of Textures: 5 per model (1 Diffuse – 1 Normal – 1 Mask – 2 Detail) – Total Textures = 3 Diffuse – 3 Normal – 3 Mask – 2 Detail (total – shared)Intended Platform: Desktop (should work on others) Platforms Tested: Desktop Documentation Included: (No) Important\Additional Notes: The detail maps can be disabled as a material option in favor of “baked” detail to use less textures and more accurate detail. I’ve done it like this to keep normal maps clean for customization after the fact, but still have surface details out of the box.

缩放到史诗骨架:(是的)基于物理的渲染:(是的)纹理大小(扩散=2048×2048-正常=2048×2048-掩模=1024×1024-细节=512×512)碰撞:(是的,自定义)顶点数:469-636点之间:LOD0-LOD1网格数:1网格(每剑)-1网格(每剑鞘)-4剑+4剑鞘(总数)材质和材质实例:1个基本材质-1个基本实例-3个实例(总共享)纹理数量:每个模型5个(1个扩散-1个正常-1个掩模-2个细节)-总纹理=3个扩散-3个正常-3个掩模-2个细节(总共享)预期平台:桌面(应该在其他平台上工作)平台测试:桌面文档包括:(不)重要的附加说明:细节图可以作为材质选项被禁用,以使用更少的纹理和更精确的细节。 我已经这样做了,以保持法线贴图干净,以便在事后进行自定义,但仍然具有开箱即用的表面细节。











Four types of medieval swords and scabbards. Relatively low poly counts with LOD, clean texturing and normal maps for easily adding your own personal design touch and simple, low instruction, easy to customize material. These swords are from my original Medieval Weapons pack, broken down into a smaller/cheaper pack.

四种类型的中世纪剑和剑鞘。 相对较低的多计数与LOD,干净的纹理和法线贴图容易添加您自己的个人设计触摸和简单,低指令,易于定制材料。 这些剑来自我最初的中世纪武器包,分解成更小/更便宜的包。

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