The Heavy Armour pack comes with a load of assets to create a variety of heavy armoured Units
The Heavy Armour pack comes with different Armoursets for Light Fantasy games.
Heavy Armour is compatible with Character Editor and our Medieval Armour products.
Multiple SK Itemgroups: hats, hairs, heads, chests are ready to be assembled your own unique medieval warrior.
Diiferent factiontyps: Darkknights, Orks, barbarian or even a Knight. The pack gives you a basic start point to fill your fantasy world with Characters from different armour categories
Each equipment uses a master material and a mask texture, which allow you to tweak its visual appearance in detail. Each body part can be tweaked manually.
For compatibility to other asset packs (like carrying baggage or reading a journal), the delivered skeletal meshes are skinned to the UE4 skeleton and main- and off-hand pivots are aligned to its hand grip. Main- and off-hand slots are also prepared in the Blueprints to receive your data.
No Facial Animation included right now. Our Basic ARKit Blendshape set is made with the Character Editor.
Character: 1 MasterBlueprint and 20 example NPC Blueprints
84 SK meshes
~ 200 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks
~100 Materials: Including 4 Master Materials for items and hairs
Maps: 1 Overview
Other: UE4 Mannequin with slightly modified UE4 skeleton (added sockets)
Scaled to Epic Skeleton: YES
Rigged to Epic Skeleton: YES
Animated: No Animation included
Number of Characters: 40 parts
Vertex counts of characters: 23-45k all inkl
Morph targets –programming BP part prepared :
All glovers and Chests are shipped with basic morph positions The system is easily expandable to bring in your own creations if youd like to change items dynamically - for your hero character
Export Hair or Chest pieces to your prefered DCC packages and adjust them to fit the desired Helmet piece. It can be performance heavy to have double vertexdata with a morphtargets for helmets - if you don't need them to adjust dynamically.
Check out Unreal documentation: