Night Club

Tirgames Assets - May 18, 2019

Modular Night Club with dance, stripper, boss, reception, toilet rooms and connected with corridors

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.27
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

Completely modular Night Club interior. A huge set of modules and props allow you to build your own club in modern, Sci-Fi, Cyberpunk styles.

VIDEO

Demo Level contains:

  • Dance, stripper, boss, bar, toilet, reception rooms and all this connected with corridors

Total over 300 modules:

  • Walls, ceilings, floors, door frames
  • Stairs, Columns
  • Podiums and stripper poles,

Total over 200 props:

Product contains listed props:

  • Stage Equipment - DJ equipment, Speakers, Disco lights, Animated dance floor and panels, Laser projector, Flame and Smoke machines, Mirror ball. Stage base, Truss
  • Bar props - bars, bottles, cocktails, Ice buckets, sparkles, tables, chairs
  • Interior Props - lamps, furniture, vases, plants, pictures, mirrors, decors
  • Doors Pack - single&double doors
  • Restroom - toilet, partitions, urinals, towel & soap dispensers, sinks, hand driers

Technical Details

Props scaled to Epic skeleton: Yes

Texture Size : most 2048x2048

Collision: Yes custom and automatically generated

LODs: No

Triangles Average/Max: Furniture 2000/6900, Doors 1300/1700, Bars 2000/7000, Restroom 1500/2600, Stage 2500/25200, Modules 100/10200

Number of Meshes: over 500 unique

Number of Materials: 30 Materials and over 350 Material instancies

Number of Textures: over 900

Supported Target Build Platforms: Windows (should work on other platforms but not tested )

Documentation: No

Important/Additional Notes: Use 25 grid size for correct modules placement, Images for pictures were taken from the www.pixabay.com

Steps to build lighting for this product: (since the light comes from meshes with emissive materials)

  1. Change "M_A_BaseEmissiveTranslucent" Material's Blend mode to "Opaque"
  2. Build Lighting
  3. Change back Blend mode to "Translucent"