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Office Ceiling Tiles

DC Assets - Materials - Jul 12, 2018
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3.75 out of 5 stars(4 ratings)
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32 variations of ceilings tiles for offices, schools and commercial buildings. Different lights, tile layouts, stains and more.

  • Supported Platforms
  • Supported Engine Versions
    4.16 - 4.27, 5.0 - 5.4
  • 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.

Demo Video: https://www.youtube.com/watch?v=JgWbwiVGWGg


-- For more free additions to the pack, please leave a review with a description of the variations you would like added --



This set of materials and textures is built with a wide variety of platforms in mind. They can be used with or without tessellation, the height map, AO, etc. The master materials and instances are all made so you can easily adjust them, as needed.


All materials have a color, metal/rough/ao, emissive, height, and normal map textures.


The textures can be adjusted between 32 and 4096 max resolutions (currently set to 2048 for ease of use and mobile requirements), and the material instances have parameters for all textures, colors, emissive levels, roughness, normal strength, height distance, and tessellation amount.



Update 1.1 Added 8 new stain decals, 4 of which match the different tile configurations and the other 4 are good any surface.


Technical Details

Texture Resolutions: All are 4k (4096x4096)

Number of Materials: 32 (3 masters, 30 instances) plus mobile friendly versions and a simple material for the demo rooms.

Do Materials derive from a Master Material with instances as variation: Yes

Number of Textures: 153

Supported Development Platforms: All

Supported Target Build Platforms: All (though tested on windows and android)


Important/Additional Notes: To use these on mobile you will need to keep the textures max size at 2048 or less and use the materials in the "Mobile" folder.


Optimization tips: You can reduce the height maps down pretty far and save a fair amount of texture memory (as well as get smoother tessellated edges!) I used 512s in the demo video. You can also reduce the emissive maps, but you will start to notice some edge bleeding the lower you go.