Medieval Stronghold Architecture

Small bump, since the pack has spent over a month in the approval process. Just want to make sure that the information is out, for those who were (and hopefully still is!) interested.

UPDATE 11-29-2018 (Also added in the main post):

So I’ve been hard at work these past few weeks to give a little overhaul to some elements of the pack, in addition to crafting some two-sided models. Here’s a small preview:

As you can see, it’s almost complete. I have some minor bugs to fix first though and perhaps add some more two-sided modules. The lighting has been entirely overhauled in the demonstration map so it’s easier to see in the interior areas - and more beautiful too. I’ve remastered the interior wall modules’ texture from 2048 to 4096 as it was requested a lot. Plus, I’ve edited the normals so it’d look more like a rock and less glitchy in some areas. Plus a lot of little tweaks on materials here and there.

I’ll probably have some baking to do when I do the last few bug fixes, but it’ll be sent to Epic before the end of next week!

Update:

There’s a lot of tweaks being done to optimize the pack in the next update. I initially didn’t plan this, but after reading some of your feedback I decided to go the extra mile and rework everything that had planks in it. So far, it’s paying off a lot – The basic 2x2x2 scaffold mesh went from 40k poly to 12k with no loss of quality whatsoever (I’d even say the texture rework makes it even better!):

OLD:

REWORKED:

Anyway, just wanted to let you guys know why the update’s taking some time. So far, I’ve only begun to redo the Scaffold meshes as I’ve spent a lot of time reworking the planks’ low-poly and well, basically doing the texture from scratch. But that part’s done, so I just have to pull the pieces together, which I suspect should take a day or two.

I think I’m almost ready to push this to Epic’s. The final render is done! On top of that, the current scene run at 120FPS everywhere on my side in-engine 4k with a 1080TI, with a polycount going from 500k to 2.5m and draw calls from 500 to 1.5k in-context. It seems like the optimization pass is helping a lot more than anticipated!

Some stats: When englobing the scene (which means the camera is far away and only look from a somewhat top-view, you would never have this PoV in a game without fakes), I’m sitting at ~5m poly and roughly 90FPS.

The double-sided set has 11 modules. 6 has been crafter for exterior meshes, 5 for interior. They’re very similars and should only be used if you want to let players build their own bases, or when you have to implement large, uninstanciated modules in a dynamic lighting setup.

The Scaffold meshes and modules were done back from scratch. The base planks used for these used to have a lot of wasted polygons. I’ve redone then from the ground up and gave a good optimization pass on the ropes. Small warning: To keep consistency throughout the whole Scaffolding setup, I’ve had to change some pivot points. This means that when updating, you’re likely to see modules that have a rather large offset. I’ll have the full list when the patch goes through!

I’ve gone and revamped the lighting of the scene too, to give it a better feeling and better control on screen brightness when navigating.

Of course, there’s a lot of bug fixes mixed in this. Floating modules in the demonstration scene, collisions that have a lot of wasted polygons, etc…

Finally, I’ve remade the interior walls’ textures in 4k, as per requested. All the interior modules have been updated to reflect the new texture – you should notice a lot less of artifacts!

Screenshots:

Wow, so good :smiley: I like the broken architecture parts! a very valuable addition! and the new wooden assets look better