Specific kit of vegetation species – Cherry Plums or Prunus Cerasifera

Highly adjustable optimized and fully featured master materials for vegetation, landscape, opauqe props, fakes

High quality materials, fully proceduraly and photoscanned textures packed.

Custom wind setup for the trees , fully non speedtree and non pivotpainter.

Custom Landscape material with layers optimized for samples and performance

Number of Unique Meshes: 111 – 9 trees x3 technique variants, 9 blooming versions

21 clutter vegetation x2 with two types of techniques.

Collision: Custom and Auto , optimized not per poly

Vertex Count:

SuperHigh Trees – 3 – 13mil

High – 1-1.5mil

Low – 10-40k

LODs:Yes, custom for Low Trees and clutter.

Number of Materials and Material Instances: 64

Number of Textures: 110

Texture Resolutions: 2048, 4096

Blueprints – for trees , to drive seasons

Blueprint controllers for seasons

Important/Additional Notes: The example scene requires Volumetrics plugin to be enabled and Extend default luminance in rendering setting , for full experience !

植被物种的特定套件-樱桃李子或Prunus Cerasifera

高度可调的优化和功能齐全的主材料,用于植被,景观,opauqe道具,假货

高品质的材料,完全程序化和光扫描纹理包装.

自定义风设置的树木,完全非speedtree和非pivotpainter。

具有针对样本和性能优化的图层的自定义地形材质

独特网格数:111-9棵树x3技术变体,9开花版本

21杂波植被x2与两种类型的技术。

碰撞:自定义和自动,优化不是每个poly

顶点计数:

超高树-3-13mil

高-1-1.5米

低-10-40k

Lod:是的,低矮的树木和杂乱的习惯。

材质和材质实例数:64

纹理数量:110

纹理分辨率:2048,4096

蓝图-树木,驱动季节

季节蓝图控制器

重要/附加说明:示例场景需要启用Volumetrics插件,并在渲染设置中扩展默认亮度,以获得完整的体验!

Cherry Plums or Prunus Cerasifera,

in this pack Im presenting this tree species with lots of technical features to choose from.

Living in eastern europe , it is a common sight during spring to see lots of white blooming trees around.

I was inspired by a hill near my house , full of plum trees.

Here you can see an artistic representation of this place in the example map !

Video Overview:

https://youtu.be/dHeZFAZpyMI

Attention: To see the example map as it is:

Enable Extend default luminance in Project Settings – Rendering

Enable Volumetrics – build-in plugin , to see the clouds

To fully represent the Plum Tree , I wanted to pack in a very dynamic feature – seasons!

With the pack you will get a kit of tree with differentn sizes , but also system to change and swap them for seasons.

One part of the season system is the shader – leafs will change in autumn and summer, they will fall off in winter.

In its base, its controlled with a material collection. But there is more – blueprint controller, blueprint interfaces, and blueprint components.

With the base tree models you will also get a spring models for each tree – with flowers blooming.

Along with the Seasons system, I also wanted to utilize everything Unreal 5 has to offer, but I also wanted to allow flexibility and choice !

All of the trees in the kit are created with Nanite in mind.

There are super high poly versions , high poly versions and low poly versions of each, plus their flower blooming version correspondingly.

Super high nanite trees have all opaque materials – all leafs are modeled.

High poly versions are also using nanite , but each leaf is individual with alpha mask.

Low poly version are standard card based trees – with big branch cards , custom LODs and custom impostors.

With that in mind there are also custom blueprints I made for each type.

One for handplacement , and one for foliage tool . This is to facilitate the swapping of the tree model and material in spring – with the blooming version.

These blueprints are child blueprints of static mesh blueprint and foliage blueprint – working entirely the same as standard , and instancing as expected!

So don’t be afraid to use these blueprints instead of the static meshes directly !

There is a Blueprint controller for seasons , place it in a level with the blueprint trees and swap the seasons.

Of course you can drive that system directly by yourself by using the static meshes.

This is the first tree pack I make to directly target Unreal5 instead of 4 , and with that I reworked all the shaders and pipelines.

The new master vegetation shader has a new advanced wind system, its used both for bark and for leafs.

It has a large variety of options.

Bark materials , allow for mixing of two bark textures, moss and lichen with vertex paint.

Leaf materials are used in both high and low trees , clutter etc.

There is extensive Layered wind control , 2 layers for branches , 2 layers for leafs , full tree swing.

The clutter allows for trampling and some player movement interaction – be sure to check the level blueprint in the example map.

There are other supporting assets like , rocks, clutter a couple flower types, fake mountains and other ground meshes etc.

All assets have some build in color correction for seasons – depending on the season you can change it.

Snow layer is also abailable in every material and its level is controlled with the season blueprint.

In total you will get :

9 Cherry Plum trees with standard leafs, 9 with flowers

All of them in SuperHigh / High / Low , versions

Blueprints for each tree – for Seasons

21 clutter assets :

Rosa Canina – bushes

Grass Seedlings

Grass

Wild Carrot

Yellow Rattle

all clutter also is 2x – High/Low version (*high version fully opaque nanite/ low version cards)

Blueprint for Seasons – Season Handler for world.

Prefabs – packed level instances – with ready compositions, they also have custom blueprint to drive seasons inside.

Other assorted assets for the scene – 26 clutter, dressing biome assets.

FX form falling leafs also changing with seasons

All materials are flexible , and made with custom material functions. You can utilize them in other ways.

Function for wind ,season selection , moss , snow, season coloration, lichen, impostors and many others.

There are 4 maps included :

Showcase – assets + some brief documentation text.

ExampleMap – in 3 versions , low / high / super high

As a technical artist with years of experience on some of the largest triple A titles , I tried to bring something that is harder to get in the open marketplace – a consistent quality/usability and performance most of all.

All the assets, materials and techniques are optimized and created with scalability and lots of choice for the user in mind.

樱桃李子 或Prunus Cerasifera,

在这个包里,我展示了这个 树种 有很多 技术特点 以供选择。

生活在东欧,在春天看到周围有很多白色盛开的树木是很常见的景象。

我的灵感来自我家附近的一座小山,满是李子树。

在这里,您可以在示例地图中看到这个地方的艺术表现!

短片概览:

https://youtu.be/dHeZFAZpyMI

注意:要查看示例地图,因为它是:

启用 扩展默认亮度 在项目设置-渲染

启用 体积学 -内置插件,看云

为了完全代表梅花树,我想包装一个非常动态的功能 – 季节!

随着包,你会得到一个套件的树与不同的树大小,但也系统改变和交换他们的季节。

季节系统的一部分是着色器-叶子将 秋夏季变,他们会 脱落冬季.

在它的基地,它的控制与材料收集。 但还有更多-蓝图控制器,蓝图接口和蓝图组件。

基本树模型 您还将获得一个 弹簧模型 对于每棵树-与 鲜花盛开.

除了季节系统,我也想利用虚幻5所提供的一切,但我也想允许灵活性和选择!

套件中的所有树木都是在考虑Nanite的情况下创建的。

有超高聚版本,高聚版本和低聚版本的每一个,加上他们的花盛开的版本相应。

超高 纳米树都有不透明的材料 – 所有叶子都是建模的.

高聚 版本也在使用nanite,但每个 个人 阿尔法面具.

poly版本是基于标准卡的树-具有 大分行卡 ,海关 Lod 和习惯 冒名顶替者.

考虑到这一点,也有 自定义蓝图 我为每种类型做了。

一个为 手放;手放 ,而一个为 植物工具 . 这是为了方便交换树模型和材料在春天-与盛开的版本。

这些蓝图是静态网格体蓝图和植物蓝图的子蓝图-工作与标准完全相同,并按预期实例化!

所以不要害怕直接使用这些蓝图而不是静态网格体!

有一个 蓝图 控制器 季节 ,把它放在一个水平与蓝图树和交换季节。

当然,您可以使用静态网格体直接自己驱动该系统。

这是我制作的第一个直接针对Unreal5而不是4的树包,并且我重新编写了所有着色器和管道。

新的 主植被 着色器有一个新的高级 系统,它既用于树皮,也用于叶子。

它有很多种选择。

树皮材料,允许混合两种树皮纹理, 苔藓 地衣,地衣 用顶点油漆。

叶子材料用于高低树,杂波等。

有广泛的 分层风控 ,2层为树枝,2层为叶子,全树摆动。

杂波允许践踏和一些玩家移动交互-请务必检查示例地图中的关卡蓝图。

还有其他支持资产,如岩石,杂乱一对夫妇的花型,假山和其他地面网格等。

全部 资产有一些内置 颜色 更正 季节 -根据季节,你可以改变它。

层也是abailable在每种材料和它的水平控制与 季节蓝图.

总共你会得到 :

9棵标准叶子的樱桃李子树,9棵有花

所有这些都是超高/高/低版本

每棵树的蓝图-季节

21杂波资产 :

罗莎犬-灌木

草苗

野生胡萝卜

黄色拨浪鼓

所有杂波也是2x-高/低版本(*高版本完全不透明纳米/低版本卡)

蓝图的季节-季节处理的世界.

预制件-包装关卡实例-具有现成的合成,它们还具有自定义蓝图来驱动内部季节。

现场的其他各种资产-26杂乱,敷料生物群系资产。

外汇形式的落叶也随着季节而变化

所有材料都是灵活的,并与自定义材料功能. 您可以以其他方式利用它们。

功能为风,季节选择,苔藓,雪,季节着色,地衣,冒名顶替者和许多其他人。

包括4张地图 :

展览厅 -资产+一些简短的文档文本。

图例图 -在 3个版本,低/高/超高

作为一名技术艺术家,我在一些最大的三A游戏中拥有多年的经验,我试图带来一些在开放市场上更难获得的东西-最重要的是一致的质量/可用性和性

所有的资产、材料和技术都经过优化和创建,具有可伸缩性和大量的 选择 为用户着想。

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