Medieval Armour

polyphoria - 6月 20, 2019

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

  • 支持的平台
  • 支持的引擎版本
    4.20 - 4.25
  • 下载类型
    资源包
    此产品包含各种虚幻引擎资源,可以选择性导入现有的项目。

The Medieval Armour NPC pack comes with a load of assets to create a variety of medieval battle characters.


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


Diiferent factiontyps: soldier, mercenary, northman, crusader or even a Knight. The pack gives you a basic start point to fill your medieval world with Characters from different armour categories

 

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 Facial Animation included.

 

技术细节

Character: 1 Blueprint and 15 example NPC Blueprints

Character Parts

84 SK meshes

~ 200 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks

~100 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: 40 parts

Vertex counts of characters: 16-24k 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/Content/FBX/SkeletalMeshes/index.html

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