Darkline Giant Worm 1 is part of Darkline series assets and contains 60 meter long giant boss character with modular meshes, 3 movement modes and many more features. Suitable and fits in various genres from horrors to post apocalyptic or from fantasy to cyberpunk. Please see video and preview images.
This boss character awaits you, a culmination of all the technical and artistic knowledge poured into its meshes, animations, blueprints, and materials over a period of 7 weeks. Get it now!
!!This asset is hight poly, its not a raw high poly but a specially and on purposesely dense where needed and loose when its acceptable. also with help of Lods, this asset works pretty smooth and looks still very detailed! (see the video below). for detalied vertex counts per mesh and per LOD see this table.
Darkline assets represent alien life forms characterized by black 'drawing' aesthetics, featuring thin/smooth lines or tangled/bold black tentacles. This distinctive visual style is achieved through a highly configurable Darkline material v2.2.
Asset Features:
Ready to start BP with many features.
3 movement modes, surface, semi surface-dive and underground-swim-Fly movement.
Procedural or anim based additive Rotation mode. Like screwing/drilling to ground.
Procedural Thickness and breath
Material's growth feature implementation in BP. growth mode by event-input, auto grow-degrow loop and distance based growth mode.
Lods: 6 LODs per SKM available. because of nature of darklines and size of this character, its high poly. but thanks to LODs its not a problem!
Special "6/1" Topology! LODs not only thing for performance. Topology of meshes done after many iterations to make maximum detail without rising poly count. After ~20 hours of trial and error iterations, right topology was choosen (yes around 20 hours and its not for final topology but for research topology posibilies specially for this character. many iterations done to find best result for this high poly boss! and its not the only manual labour that i done for this serie...). as a most important part of worm is front part, all vertex density is shifted to front part. mostly underground or far from camera, back-tail side of worm is has much less polygons. its actually 6/1 rate (1 segment of line from tail, long as 6 segments of front. in other words, front part 6 times dense than tail part and transition from front to back its smootly changes. every line, starts very dense and than smoothly becomes less dense along body to tail tip.) its done in level of each line and im every LOD level repeated same techique so lods also manual work. not a automatic generation. so in short, not only lods but also topology itself helps to gain detail and reduce performance cost!
117 Animations that covers many areas, all 3 movement modes, snake spiral, jump, reveal from underground and other anims. currently 4 of meshes are for shell usage. 9 meshes are darklines.
13 SKM to use modularly. after customer feedbacks new Modules will be added.
simple Control rig
Shell-Membrane to cover whole body. any liquid or glass like mamterial will be usued. currenly has a humble material with noise displacement and fresnel based features.
Update Guarantee. this asset will be updated with new meshes after customer feedbacks. also future versions of darkline material will be added and if there is a problem bugfix updates also will be provided.
not a single asset. but a Wide and growing serie! darkline serie becomes bigger and bigger! and future assets will be planned with your feedback and demand! next darkline assets are always tries to cover customer needs.!
and of course gorgeous Darkline Material v2.2 with 450+ paramaters to set!
Darkline Material v2 Features:
All features from v1
Growth Mode.
Static Distortion.
Two-Sided Mode for "along lines."
Static (Baked) and combinable Randomness via texture for improved stability. (proc randomness sometimes does some flickers in rare cases now you can choose between two randomness option.)
Inner Emission: Provides a translucent-like look for lines, creating a faux inner glow/light effect.
Distance-Based Coloring.
SplineWrap Mode: Alters some features for Spline BP usage. It allows multiple segments to fit together as one single line. Waves and other features will affect multiple spline meshes as if they were a single continuous line.
Object and World Position Noise Options: Makes the material usable with static meshes and props.
Randomization Options: Per-spline, per-instance, and per-position random value shifting.
Named Reroutes: All long node connections have been replaced with named reroutes. The node layout is now cleaner.
Several feature names have been changed for clarity.
General improvements in different areas, plus general housekeeping and fixes.
v2.1 and 2.2 updates brings some general improvements, few ne options, minor fixes and a new feature at v2.2: group mask. it does coloring by different line groups . groups depends from mesh.
Material now has 450+ parameters to set in mat instrance.
This is not the end. The Darkline material will be upgraded in the future updates will be based on customer feedback. so feel free to leave rating and comments. Also you can Check Available material parameters list here
Darkline Material v2 new features
Also, please dont forget, my works higly overlaps with my customers wishes and demands. if you have questions, new asset ideas or feedbacks feel free to reach via ratings, comments, discord or thestocklancer@gmail.com
Notes:
Asset comes with control rig plugin enabled.
All previews were rendered in Unreal Engine 5.5, and screenshots were taken in UE 5.1.
Collisions were generated in UE for each mesh. Some mesh collisions were created using multiconvex, while others use primitives placed individually. In general, collisions have been handled with care. You can also see the video above for examples and make your own changes if needed.