Puffy Clouds Pack JFG V2
54 clouds each batch - 5 batches or variations total. Unreal Engine custom collision ready so player can step on them :]
NOW ON FAB YOU GET SUPPORT FOR UNREAL ENGINE 4.26 up to 5.6.
More Unreal Engine 4 and 5 Renders here: https://www.artstation.com/artwork/kDyAqx
IMPORTANT NOTES, READ BEFORE PURCHASE! - UNREAL ENGINE NOTES
For Unreal Engine 5.6 - This pack for Unreal includes some Extra_Opacity materials which are somewhat experimental. [All Unreal versions]
These are included as an extra beyond the normal default opaque ones for the clouds.
The opacity ones provide for cool effects you can do with lights in Unreal Engine. But in UE5.6 due that these materials use Translucency they have a bug where they flash or flicker.
[NOTE FOR EXTRA OPACITY/TRANSLUCENT MATERIALS ONLY] - A few notes. The opacity/translucent effect with lights is not something I would say optimized. It requires a dynamic light and one of the clouds with the translucent material. If you bake the light the effect doesn't look as good. Just have this in mind since I did not included these with optimization in-mind. I just think these look really cool.
I made this pack with an RTX 3080, Ryzen 5900x, Win11 and 128gb Ram. I know my rig is somewhat overkill for like UE4 and this kind of scenes so I cannot say how it may run on old [low to mid end] PCs sorry. Have this in mind.
Instead of using these effects you could always just fall back to the default opaque pack contents and maybe bake lights and so on to make things cool still. These extra materials are just extra optional.
[NOTE FOR EXTRA OPACITY/TRANSLUCENT MATERIALS ONLY] - Another important note. The light effect on the clouds only renders and works when the camera is close to them. If you get too far away the cloud will fallback to its default opacity color [I lack the knowledge to make it render at distance plus unsure how expensive that may be].
You could change the material instance color to help the cloud look better when it fades away in the distance back to its color but it doesn't look as good as when you are close to it.
Have this in mind. I will put something visual in the ArtStation renders explaining this. But when it works, the effect looks quite cool. Especially in UE5. I mean it is not like mind-blowing, quite basic but I like it. At least in my opinion.
IMPORTANT: To fix the flashing or flickering Opacity/Translucent materials in UE5.6 Do this: Disable the checkbox "Affect Translucent Lighting" in your Directional Light [Affected is Unreal Engine 5.6 only].
IMPORTANT: These extra opacity materials if you make cool effects with them, showcased in some of the demo rooms only work when close to the camera.
I included these as a fun extra experimental thing since I loved how they look and wanted to include them in the pack.
At some point in the future if I am able to update the pack again and make them more stable I will include them as an official thing. For now they are Extra / Optional and Experimental.
NANITE DOES NOT WORK ON 5.0 ONLY. 5.1 TO 5.6 OK.
Some UE5_6 demo scenes have notes in them regarding this bug/issue. Most of the scenes that use opacity materials have by default the "Affect Translucent Lighting" checkbox disabled. If you enable it you will see flickering.
So again this doesn't affect previous Unreal Engine 5 or 4 versions. ONLY UE5.6.
And this also doesn't affect the normal default opaque clouds you see in the 3D viewer for example in this page.
This only affects these new extra opacity materials which are experimental to begin with. Just had some fun here and there and included these contents. But these contents you can even delete if you want since they do not affect the main/default pack contents. So you good.
Unreal Engine 5 contents have more demo rooms versus Unreal Engine 4. I just had some fun here and there and decided to include scenes with different illumination or light effects, etc. with some of the clouds. All Unreal Engine 4 have light baked scenes. Unreal Engine 5 only dynamic lighting scenes.
In total you get 5 cloud variations for batches. 1 high poly batch and 4 lowpoly batches [same meshes for all lowpoly]. Just different texturing. 54 meshes each batch.
For material instances you get some cool stuff, basic but made specifically to work with this clouds pack.
Parameters for MIs: Color Change, Color Power, Color Desaturation. AO, Metalness and Roughness individual powers. Normal Map power. Emissive Switch for Glow on or off. When on: Emissive Power and Glow Color. There are Texture Input parameters and Texture activators if you want or need to deactivate textures to use less.
There is a basic Wind parameter node set-up. Additional WPO, Wind Intensity, Wind Speed, Wind Weight and its activator in-case you want to turn it off. It simulates wind movement for the clouds, you can change values so clouds move differently in their mesh position.
For the extra opacity ones, almost same values [No Metalness, Roughness, Normal Map sliders] just some extra opacity activator or slider. This material is Translucent and the lighting mode is VolumetricNonDirectional. It has some less PBR features for parameters but it makes some cool effects on some of the meshes mixed with the wind effect. So light propagates through the mesh and I think it looks cool.
I revised custom collisions for all my 3D clouds. So they should work close to a 100% fine in their surface in-engine. In the additional file I am providing the files if you want to tweak the collisions further. [Files in the Additional File Download]
Everything named and organized but you should not have to really. Collisions are something I tried to do as close as possible to their 3D mesh surfaces. With this said the collision volumes may be somewhat complex in some-times.
Used a lowpoly version for collisions.
If you are just using these models for background decoration purposes and your character is never going to step on the clouds. You may either delete collisions from all meshes if you want or change them to anything more basic if you need or want that for whatever reason.
My pack I made thinking that a player may eventually step on the clouds so I custom made my collisions to fit that vision. The collisions I have no idea if they are 100% accurate or perfect which I don't really care for them to be that accurate but they are very good for all my testing and development pack time. I can say they are ready for your level so the player can step on the clouds close to 100% well.
REV 2025 - Additional File Download
Now includes:
Additional Extra Optional Texture Export Profiles for both Unreal Engine and PBR - Additional Texture Resolutions: 128, 256, 512, 1024 and 4096. Default Texture size pack is 2048x2048 or 2K.
Optimized Unreal Engine files with collisions in-case needed. Blend file is there so you can tweak whatever you need.
General Pack Info JFG:
FBX + Blend Files [Scene, with all models showcase]
FBX + Blend File [All model exports at 0,0,0 + individual FBX files for each cloud]
1 material set for each low poly variation batch, 5 textures, PBR, 2K Size. [BaseColor, Metallic, Roughness, Normal and Occlusion]
Note high poly set does not have occlusion texture.
1 material set for the high poly batch, 4 textures, PBR, 2K Size. Uses plain color texture
Includes Masked Textures for usage in Unreal Engine for each batch. 3x Textures. [BC, N, ORM]
5 batches total / Variations. Each has 54 Clouds total [About 5 unique meshes, all others are variations in shape/form]
UV Unwrapped: 1 seam only per area of each model. Works fine with current texturing, but custom high detail texturing may not work that well. UV is not made to be handpainted either. All unwraps are in 1 UV Texture Sheet per batch/variation.
Each Low Poly Batch Polycount: 30,904 Tris – *LP Meshes range: 388-894 Tris / Most around 600
High Poly Batch Polycount: 378,710 Tris. – *Avg HP Range: 4k-9k
Geometry is quads & tris. Remesher used.
All Pivots placed in the geometry/cloud. Especially for individual Exports at 0,0,0. Game ready.
Organized. Naming conventions used: SM_ / M_ / T_ / All clouds named and numbered to specification for each batch.
For FBX and BLEND, not Unreal Engine renders. You can see more here in my ArtStation product page: https://artstn.co/m/g1mJA