A set of melee steampunk weapons that all have some combination of particle effects, dynamic material effects and animations all controlled from the their respective actor. Pack includes:
A Vibroblade (dagger) with particle effects and animations to give the impression of very fast reciprocal motion and glowing material effects on the power source.
A Vibrosword (Sword) that works the same as the vibroblade but with a piston based reciprocator to allow for more suspension and thus protection from the rapid vibrations for the wielder.
An ArcaBeidhänder (Greatsword) that uses thin conductive wires over the blade to electrocute any targetthat contacts both blades simultaneously. the close proximity of the blades to one another causes a Jacobs ladder effect as lighting arcs between them when running.
A Volt Knife (shortsword) that works the same way as the ArcaBeidhänder, but smaller and with less potency.
And finally a Warphammer that works by housing a very high pressure power source in the head that is released into the pistons on each strike plate on impact to deliver a massive blow.
Each of these weapons would make a fantastic addition to any steampunk, electropunk or dieselpunk setting where melee combat would be required.
https://www.youtube.com/watch?v=CLxipVayUtc (Warphammer Closeup)
https://www.youtube.com/watch?v=7BwAPQVbo1s (Volt Knife Closeup)
https://www.youtube.com/watch?v=5aknbKO7i7c (Vibrosword Closeup)
https://www.youtube.com/watch?v=eGbjIFoYqcg (Vibroblade Closeup)
https://www.youtube.com/watch?v=72vVYOBxA1c (ArcaBeidhänder Closeup)
https://www.youtube.com/watch?v=p-JFhrKIx-g (Group Render)
Features: (Please include a full, comprehensive list of the features of the product)
Number of Unique Meshes: 16
Vertex Count: around 3 k each
LODs: No, but should be simple to Autogen.
Number of Materials and Material Instances: 10
Number of Textures: 36
Texture Resolutions: between 2k and 1k
Supported Development Platforms: Windows
Documentation: The effects for each of these weapons can be triggered very simply by toggling the "ON" Boolean in the actors BP's and in the case of the Warphammer, toggling the "Impact" Boolean in its actor BP.