Spirits and ghosts that appear and disappear on the walls and portraits. A haunted house classic that lends itself to personalized
Update 1.0:
Set of animations ideal for horror video games, terror, haunted houses and similar.
Inside the portraits of ancient kings are hidden creatures that emerge when the appropriate circumstances occur.
Trapped specters emerge from the walls.
These animations cause a morphing between the wall tile or the portrait texture to become a character or creature. Through blueprints, textures appear and disappear as the animation starts and ends. All configurable as required.
All scenes are blueprints and you can control all parameters of the animations and textures. For example, the speed of the entire animation, of just the textures, or you want to remove the morphing from the textures and leave only the wall texture for example, or you do not want the fire that appears in some textures or simply change the masks that they make of the morph since there are several available.
You can change and place any texture of your own on any portrait, be it of other ancient kings or even a photograph of your own. The closer the photograph fits to the original portrait, the higher the quality of the morphing between the canvas containing your photo or image and the creature that emerges
- All portrait blueprints have this option to automatically change the photo and place your own.
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TILES:-Everything is fully modular and you can move wall or ceiling animations across the grid.
You will need:
- Base color Texture,
- Roughness (Grayscale compression)
- Normal map.
The material instance has the necessary options available for this, such as UV tiled, etc.
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To make the animations work you must use the blueprints and press the E key in the game. It is up to you to make the animations work differently, such as when the character approaches the place.
For video game, VR, film, etc. projects with a correct polygon count and materials.
The HDRI T_studio_country_hall_4k is from PolyHaven
SUPPORT: [email protected]
Features:
Meshes: 11
Real Scale
Animations: 15 (morph targets)
No skeletal epic.
Collision: Yes custom
Vertex Count: 6 To 77.922 with exception HeadsWall in 279.441 in lod 0 (lod1 20.000) triangles.
LODs: Yes, everything has lods
Materials: 3 Materials and 4 Functions
Material Instances: 33
Number of Textures: 75
Texture Resolutions: 256 to 4096
Supported Development Platforms:
Windows: Yes test
Mac: No test
Support [email protected]