You can watch the preview of all ships in real-time on Artstation
Price: 15$
Ships:
Patrol Ship(9428 Tris / 8896 Verts)
Cruiser(19650 Tris / 18345 Verts)
Submarine(21346 Tris / 19169 Verts)
Boat (13260 Tris / 11119 Verts)
Transport (17744 Tris / 14359 Verts)
LODs:
Patrol Ship LODs: LOD1(4127 Tris / 4043 Verts), LOD2(2235 Tris / 2434 Verts)
Cruiser LODs: LOD1(10263 Tris / 10258 Verts), LOD2(5464 Tris / 6076 Verts)
Submarine LODs: LOD1(7853 Tris / 6879 Verts), LOD2(2732 Tris / 2579 Verts)
Boat LODs: LOD1(8211 Tris / 7893 Verts), LOD2(3784 Tris / 3930 Verts)
Transport LODs: LOD1(11747 Tris / 10562 Verts), LOD2(4655 Tris / 4214 Verts)
Features:
All ships have rigs, which mean that you can rotate guns, screws, fins, etc.
Physically-Based Materials
Each ship has texture variations in 1024x1024, 2048x2048, 4096x4096 resolution.
Each ship has two versions: rigged skeletal mesh and separate static meshes, so you can make custom versions of ships.
Ship blueprints
Turret blueprints
7 projectiles blueprints, including laser, different types of bullets and rockets with different targeting capabilities. For example there is a rocket, which can find the nearest alive and visible enemy and set it as a target(actor should implement enemy interface), then rocket will fly to the enemy and explode near it.
All blueprints are structured and well-commented
All ships can fire with guns and rockets
Customizable master material
Camouflage support (up to 3 masks)
Cloaking field support
Material controller blueprint to apply dynamic material effects to compozition of child blueprints, static and skeletal meshes.
2 types of camera for ships.
Camera zoom.
Health/Damage system(with environment support)
Destroyed ships blueprints
Movement component for ships is not included, but you can always use open-source projects, like this one.
Number of Blueprints: 50
Number of Effects: 10
Number of Materials: 11
Number of Meshes: 57
Number of Textures: 62
Number of Audio tracks: 4
Number of Audio Cues: 6
About ship types - I don’t know yet.
For non-real assets I usually start blocking/drawing something like a ship/vehicle/weapon/etc and only after that I can determine what I want to make.
But you don’t have to wait a lot of time to know the types of ships. I’ll try to finish this project in a next 2-3 weeks.
As I wrote, all ships have rigs, which means you can rotate guns, screws, radars, fins, etc… I will also provide two versions of ship blueprints - one for single piece skeletal mesh, which connected to animation blueprint(all variables already set up) - and another one as a combination of static meshes, which forms a ship.
I’m not planning to make interiors, because it’s a big area of work and it deserves a separate project.
Inside engine I’m using additional detail texture, so you can control grain intensity, add your own noise mask or completely remove it to achieve super smooth surface.
Also you can control intensity of roughness, metalic and AO maps in material instance.
7 projectiles blueprints, including laser, different types of bullets and rockets with different targeting capabilities. For example there is a rocket, which can find the nearest alive and visible enemy and set it as a target(actor should implement enemy interface), then rocket will fly to the enemy and explode near it.
All ships now can fire with guns and rockets.
2 types of camera for ships.
Camera zoom.
Health/Damage system(with environment support)
Destroyed ships blueprints
Material controller blueprint to apply dynamic material effects to compozition of child blueprints, static and skeletal meshes.
The last ship is almost ready and will be presented soon.