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Modular Dwarf

Polyphoria - 캐릭터 - 2019/08/23

The Dwarf pack comes with a load of assets to create a variety of medieval soldiers.

  • 지원 플랫폼
  • 지원 엔진 버전
    4.26 - 4.27, 5.0 - 5.2
  • 다운로드 유형
    에셋 팩
    이 제품은 기존 프로젝트에 임포트 가능한 언리얼 엔진 에셋의 모음을 포함하고 있습니다.

The Dwarf pack comes with a load of assets to create a variety of dwarf characters.


Multiple SK Itemgroups: hats, hairs, heads, chests are ready to be assembled your own unique medieval warrior.


This pack is an additional item to fill your RPG worlds with resonable inhabitants.

They fit perfectly our Medieval Armour and NPC packages.

 

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 Humanoid Character included - The screenshots are a representation of scale between humanoid and dwarfs No Facial Animation included.

 

기술적 세부사항

Character: 1 Blueprint and 15 example NPC Blueprints

Character Parts

32SK meshes

~ 100 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks

~50 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: YES

Rigged to Epic Skeleton: YES

Animated: No Animation included

Number of Characters: 8 Variations

Vertex counts of characters: 16-30k 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


Recommendations:

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:

https://docs.unrealengine.com/en-US/Engine/Animation/Working-with-Modular-Characters/index.html