Features:
- Epic skeleton (325 additional bones for old mesh, 273 addional bones for new mesh in v1.5)
- Simple Electric connection FX as bonus.
- Physically dynamic balls
- Mesh topo with 30.604 vertices for old mesh and 26.348 for new mesh in v1.5
- Mesh with clear topology
- Advanced material
- Mixable emission effects: pulse and wave
- Realistic PBR
- 4 Ball skins
- Blueprint: 5
- Animations: 3 mannequin animations for pre explode moments + DEMO animations from Unreal engine.
Rigged: Yes
Rigged to Epic skeleton: Yes (with additional bones)
Animated: No (there is demo animations of mannequin)
Number of characters: 2
Vertex counts of characters: 30.604 vertices.
Number of Materials and Material Instances: 1 advanced material and 4 instance
Number of Textures: 4 texture per skin. (16 in total)
Texture Resolutions: 2k
tested in: Windows 11
Important/Additional Notes:
– physics are different in UE5 because of physics engine change. please see: PhysX and Chaos Physics Systems: https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/
特征:
- 史诗骨架(325个额外的骨骼为旧网格,273个额外的骨骼为新网格在v1.5)
- 简单的电气连接FX作为奖励.
- 物理动态球
- 在v1.5中,旧网格有30.604个顶点,新网格有26.348个顶点
- 具有清晰拓扑的网格
- 高级材料
- 可混合发射效应:脉冲和波
- 现实的PBR
- 4球皮
- 蓝图:5
- 动画:预爆炸时刻的3人体模型动画+来自虚幻引擎的演示动画。
操纵:是的
装备到史诗骨架:是的(有额外的骨骼)
动画:没有(有人体模型的演示动画)
字符数:2
字符的顶点数:30.604个顶点。
材质和材质实例数:1个高级材质和4个实例
纹理数量:每个皮肤4个纹理。 (共16人)
纹理分辨率:2k
测试在:视窗11
重要/附加注意事项:
-由于物理引擎的变化,UE5中的物理不同。 请参阅:物理和混沌物理系统:https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/
Cyberballs, The MIMIC:
Evolutions of cyberballs continues with new humanoid form. this time Cyberballs mimics life around them. as they saw mostly humans around them, they acts as humanoid.
Asset comes with epic skeleton of UE4 and can be used as character, minion, companion, enemy or even decoration of sci fi interiors. also have big potential for robotic-puzzle games.
Whats new in v 1.5 Update:
- Added new skeletal mesh with less bone/ball amount. for better performance.
new SKM is more bold/solid looks than old one. Some balls resized, recolated.and some of balls are removed.
- Added new Static mesh: single ball
- Added new BP/Feature: Magnitar
- Added GUI: relax rate bar for feedback (works with new bp)
- Added new Niagara build and TPS blueprint for new SKM
- Old and New SKM’s both have retargetted to Default mannequin.
- Old asset Prefixes updated to proper ones.
- Materials for ball and electric got MPCs to control with BPs.
- Added ball rotator feature for new SKMs blueprint. select character and check the “pre game settings”. (uses control rig and control rig plugin comes enabled)
New keys in v1.5
“R” for enabling ball rotator
“G” to explode
“1” for Toggle Ball magnetism
“2” and “3” for increase or decrease magnetic power.
“Tab” for time dilation or Hold “Left ALT”
“X” for enable-disable electric
“Page up-Page down” for hue change of electric
“Q” for toggle emissions
“E” for character change between old and new ones
Asset pack contains:
- 2 SKM
- 5 BP
- 1 Static mesh
- 4 skins
- 1 advanced material with emission effects
- Electric FX with Niagara
- Magnitar BP/Object.
- 3 mannequin anim for pre-explode movements
backstory:
CyberBalls are small individual balls that shares (or creates) a collective AI. This upper mind is also recognizes itself as a big ball (so predictable). together, They can roll as big ball or can relax their magnetic connections and can move as individuals. But sometimes, they are forming different shapes than a big ball. like humanoid forms or animal like shapes. in all of those cases they are very useful for many things. from assassinations to espionage they can do many different tasks. Also they can be a good helpful companion or a terrible hacker-parasite for other robot.
important to know:
– previews are rendered in Unreal Engine 5.
– physics are different in UE5 because of physics engine change. please see: PhysX and Chaos Physics Systems: https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/
网络球,模仿者:
网络球的演变继续以新的人形形式。 这一次,网络球模仿了他们周围的生活。 因为他们看到他们周围的大部分是人类,他们就像人形一样。
Asset带有ue4的史诗骨架,可以用作角色,仆从,同伴,敌人甚至科幻内饰的装饰。 机器人益智游戏也有很大的潜力。
V1.5更新有什么新内容?:
- 增加了新的骨骼网格与较少的骨/球数量。 为了更好的性能。
新的SKM比旧的更大胆/坚实的外观。 有些球调整大小,重新调整。一些球被移除。
- 增加了新的静态网格:单球
- 增加了新的BP/功能:Magnitar
- 添加GUI:放松率栏的反馈(与新的bp工程)
- 为新SKM添加了新的Niagara构建和TPS蓝图
- 新旧SKM都重新定位为默认人体模型。
- 旧资产前缀更新为适当的。
- 球和电动材料得到了MPCs控制与BPs.
- 为新的SKMs蓝图添加球旋转器功能. 选择角色并检查”游戏前设置”。 (使用control rig和control rig插件启用)
V1.5中的新密钥
“R”用于启用球旋转器
“G”爆炸
“1”用于拨动球磁性
“2”和”3″用于增加或减少磁功率。
“Tab”用于时间扩张或按住”左ALT”
“X”用于启用-禁用电动
“页上-页下”的色调变化的电动
切换排放的”Q”
“E”表示新旧之间的字符变化
资产包包含:
- 2SKM
- 5BP
- 1静态网格
- 4皮肤
- 1具有排放效果的先进材料
- 尼亚加拉电动外汇
- Magnitar BP/对象。
- 3人体模型模型用于预爆炸动作
背景故事:
网络球是共享(或创建)集体AI的小型个人球。 这个上层思想也承认自己是一个大球(如此可预测)。 它们一起可以像大球一样滚动,或者可以放松它们的磁性连接,并且可以作为个体移动。 但有时,他们正在形成不同的形状比一个大球。 像人形或动物一样的形状。 在所有这些情况下,它们对许多事情都非常有用。 从暗杀到间谍活动,他们可以完成许多不同的任务。 他们也可以是一个很好的乐于助人的伴侣或其他机器人可怕的黑客寄生虫。
重要的是要知道:
-预览在虚幻引擎5中渲染。
-由于物理引擎的变化,UE5中的物理不同。 请参阅:物理和混沌物理系统:https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/
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