Basement Moonshine Distillery

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A full home basement distillery with modular walls, floors, and ceiling.

  • Supported Platforms
  • Supported Engine Versions
    4.18

Description


Hello!


Thank you for taking the time to look at this project. This package includes a fully setup basement environment that should easily drag and drop into your game. The walls and floors are tiled segments and the ceiling is a series of wood beams, so it should be easy enough to change the layout to suite whichever style you like. I'm sure this project will be a great addition to your game and I hope you have as much fun using it as I had building it.


Thank you,

Thomas


A quick heads up: I'm aware of the terrible shadowing on the floor tiles. That's just from a low light map resolution. I've uploaded a version with a higher resolution that mostly fixes the problem, but my old laptop can't handle a production light build at a higher setting. So to fix it all you need to do is open the floor tile mesh and set the light map resolution to something higher.

Technical Details


Features:

  •  Animations - Lights have a flicker function (3 separate flicker materials [one for each light]), CarboyLiquid has an animated slow swirling cloud in the normal, LightBulb has a slow flicker animation to simulate random dimming.
  •  Effects - Volumetric fog, particle emitter for slight dust and emissives utilized in lights and windows, plus transparency with Fresnel in all the glass and liquid.
  •  Lights - Sunlight simulated with two spotlights. One point light is included on each light-bulb, but only 3 of them are turned on. One invisible point light for ambient lighting.


Texture Size: All 2k

Collision: Yes - automatically generated

Vertex Count: 54552 counting each unique asset as one, 106298 for the whole environment including duplicates

LODs: None

Number of Meshes: 114 in the environment including duplicates, 57 unique assets

Number of Materials and Material Instances: 80

Number of Textures: 303 hooked up from Painter (Base/Metal/Emissive), roughly 2/3 of these can be replaced with a number 1 or 3 node if you want to reduce the texture count.

Supported Development Platforms: Only tested on Windows but it should work on anything that can load UE4.

Supported Target Build Platforms: It may need some tweaking for VR/Mobile performance, but otherwise it should work on any UE4 game.

Documentation: https://docs.unrealengine.com/latest/INT/

Important/Additional Notes: Let me know if you need anything and I'll try to help you.

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