Hello all! I just submitted a big SciFi Props Pack, 250 assets for creating your Sci-Fi interiors, PBR friendly
**Feel free to give it a vote please **
– Demo Level –
– Overview –
– Technical detail –
241 Static meshes
9 Skeletal meshes (with customs animations)
45 Material (39 instances)
115 Textures (albedo, metallic, roughness, normal and emissive)
1 Ambient sound
Each asset is optimized for a low poly budget, the average tris count is
around 400.
Most of the textures are 1024*1024 (albedo, metallic, roughness, normal
and emissive).
Most of the materials are instanced from a master material thus you will have a large amount of customizable parameters (NEW possibility of colorization)
The Skeletal Meshes are meant to be animated with the ‘Use Animation
Asset’ system. All the animations were done in an external 3D apps.
Tested and designed for DESKTOP.
**
UPDATE: more screenies from the meshes**
*****Tiny ‘In Depth Analysis’ of the content 13/05/2015
Hello!
I decided to show people more in depth how is the pack…quickly with one example: a pillar.
1/ First, let’s see a small anim:
[CENTER]- Every asset has his own proper collision made for the most directly in the UE4 (except for some -> UCX protocol in 3DSMAX)
- All the UV map channel 2 were properly made
- There is one or more material(s) for a mesh, it depends the mesh, in our case: there are 3 materials. This way i was able to re-use one material for several meshes.[/CENTER]
2/ Second, about the materials:
Nothing fancy here, i did a master material with a lot of instances. My master material is not very complicated but efficient.
Let’s see an example, first the textures used, i took a material from the pillar ID n°3:
[CENTER]
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Each ‘instance mat’ has an albedo, metallic, roughness and 2 normal maps (a general and a detailed one for closer look)…and an emissive (when present)
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Let’s see the parameters:
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Quickly said, you will be able to:
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> 4 parameters for the emissive when present (color+intensity+period+sine)
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> Metallic and Roughness were clamped (MIN and MAX)
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> Intensity of the 2 normal map, plus the scale of the detailed normal map
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> The 2 parameters AlbedoNMMasterPawa etc... give strange effects, hard to describe, this is a mix (Blend Overlay) of the R and G channels of the master NM into the A texture (don't ask me why for them :) )
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I hope this ‘Tiny in Depth analysis’ answers at some of your questions about this pack. Things are subject to change, i have ideas for the color part of the materials
Thanx everybody for your comments, ideas and reproaches.
PS: sry for my english, sometimes i speak english like a spanish cow[/CENTER]
STAY TUNE
UPDATE 06/10/2015
Hi all!
I have implemented the possibility to colorize the white painted metal parts of the meshes and the chromed ones. I thought it could be useful for some people. So there will be 2 looks: one basic and one colorful, you will have the choice
Also, i have reorganized all the things in the master material itself to be the more clear as possible for the parameters in the instances (PARAMS)
Let’s see with an example: here is the final setup for the instances with all the categories deployed
3/ Extra infos:
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for the emissive, you will be able to choose 2 colors: one basic color for the emissive and one color for the Sine. The choice is relevant when the ‘Sine’ parameter is activated. Again, the choice will be yours, you could also keep the basic emissive color.
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I will do a small scene ‘DemoColor’ with some examples of color variation, i won’t change the actual demo scene.
I hope i am clear, don’t hesitate to post comments here or email me.
UPDATE 06/19/2015
Hello!
Some extra technical infos about the pack with some screenies:
About the materials
About the textures (x2)
[CENTER]
For info, the total size of the compressed textures on disk is 110Mb
About the staticmeshes (x4)
About the skeletal meshes
The ‘SciFiProps’ pack is a ‘.7z’ file of 353Mb (ie: 361 792 Ko)[/CENTER]
Thanks all!
**[FONT=Comic Sans MS] UPDATED TO VERSION 4.11 **