UE 5 ready! An atmospheric large scale environment, built from modular assets. 4 complementary building sets plus clutter, furniture and foliage, all sharing a realistic medieval style and using Parallax Occlusion Mapping for high quality details.
Anniversary Trailer 5.0: https://www.youtube.com/watch?v=dm-7pdOCrFA
(Old) Showcase: https://youtu.be/MzsTtX5dyo0
(Old) Features: https://youtu.be/3IB6woGoLtw
UPDATE 5.0: New assets (clutter, landscape, foliage, ocean), partially reworked materials, and updated environment!
Note: These changes (seen in screenshots 1-5 and the anniversary trailer) are NOT available for previous versions.
Sunset´s architectural medieval assets were modeled with special attention to work with Parallax Occlusion Mapping (POM) in combination with Pixel Depth Offset (PDO). All materials are highly customizable: create your own medieval banner, adjust wear effects through parameters as well as vertex-painting, tweak colors on the fly, or change the soft windy breeze into a stormy nightmare. All architectural materials use atlas-free texture sets, that can easily be replaced with your own textures or surfaces from Quixel Bridge.
Decorate your levels with a variety of medieval clutter and furniture, populate your mountain vista with low poly flora and explore a large-scale demo environment, fully cluttered with attention to detail.
Q: I have low fps, what can I do?
A: The demo environment can be quite demanding due to its scale. To further improve performance you can:
Q: My walls/ parallax-materials look off with dynamic lighting and/ or Raytracing. Why?
A: This is a known limitation of POM/PDO in Unreal called self-shadowing and also the main reason the demo environment uses mostly static lighting. Disable Raytracing for light sources near parallax surfaces (if you want to keep them dynamic), use static directional lighting, or disable PDO inside all materials. Reducing the pixel depth might also help.
Q: My foliage looks weird/ flickers/ has black splotches all over it. Why?
A: Most of the foliage materials in this pack use world position offset for animation. This is also true for the banner meshes and is known to cause issues in UE5. There are workarounds online that might help with this issue. The screenshots and trailer were shot with Lumen and Raytraced GI turned on so it is possible to fix this somehow.
Q: Why don't you use Nanite? Why are your meshes so low poly?
A: This pack was created in 2018 with a low poly approach in mind. In fact, the polycount of most "old" meshes in this pack suits them more for projects with a tight performance budget. What is most taxing in the demo environment is the map size/ number of actors (especially the vista), the lighting/ effects (e. g. fires, volumetric clouds and GI), and some materials with high instruction counts (e. g. ocean).
Do you need support or have further questions?
Contact me: firstname.lastname@example.org
***Monthly Unreal Engine Sponsored Content product for May 2022***
Collision: Yes (Generated)
Vertex Count: 50 - 15000
LODs: 3 - 4 (Generated)
Number of Meshes: 170+
Number of Materials and Material Instances: 70+
Number of Textures: 120+
Supported Development/Target Build Platforms: PC
Pixel-Depth-Offset can cause self-shadowing artifacts due to Engine-limitations.