UE4 Asset Tentacles

Пользователь
Статус
Оффлайн
Регистрация
2 Авг 2020
Сообщения
138
Реакции[?]
372
Поинты[?]
132K
Screenshot_78.png

V4.26+
Пожалуйста, авторизуйтесь для просмотра ссылки.

Трейлер / Trailer:

Щупальцы медленно скользят в своих темных пещерах. Модульные активы пещеры и blueprint для выравнивания щупальц с пещерными стенами.

Технические детали / Technical Details:
Features:
  • caves, tentacles, plants, stones
  • blueprint to align tentacles inside caves with option to make tentacles move
  • blueprint to align tentacles along surface normals, not animated
  • demo level as seen in video and in images above
Number of Unique Meshes: 37
custom collisions with cave meshes / others created in engine
Vertex Count:
  • Plants 54 vertices
  • Hairy and the egg (5) : 74 - 436 vertices LOD0
  • Tentacles (4) 2140-4557 vertices LOD0
  • Caves (12) 98k - 312k vertices LOD0
LODs:
  • Cave meshes : 5 LODS
  • Tentacles 2x3 LODS and 2x4 LODS
  • Other 1 LOD
Number of Materials and Material Instances:
  • 9 materials
  • 18 instances
  • 1 material parameter collection used with the blueprint
Number of Textures: 41
Texture Resolutions:
  • 34x 4K and
  • 3 x 1K
  • Vertex animation textures 390x200 and 410x200
Supported Development Platforms:
  • Win, Mac
Documentation: BP info in overview level
Notes:

  • Cave meshes are 1-sided and high poly
  • Blueprint tentacles have no collision
  • Using Tentacles BP with "moving in game" can cause performance issues if "Use optimization" is not used. Optimization tracks players location and only moves the spline meshes if player is at chosen distance.
  • Tentacles BP has 2 ways of tracking the player: Get player pawn location / tracking the material parameter location vector. MPC was used in the demo level to track the current active sequencer camera location.
  • BP_vineSpline spline meshes are not moving


Для просмотра содержимого вам необходимо авторизоваться.
 
Последнее редактирование модератором:
Сверху Снизу