Stylized Pixel Tower Documention

Stylized Pixel Tower Documention

Stylized 3D medieval fantasy meshes, animations, emitters pack. Soon Available on Unreal Engine Marketplace.

The Meshes

 

All the stylized meshes were simplified, the details were baked in normal maps and geometries were decimated to make sure they are as light as possible. There are wall, foundations, lamps, Light emitters, chest, table, bench, shields, swords (that can glow with magic 💡 ), wine bottles, milk bottles and potions that can glow and be unloaded but watch out : red wine stains !

 

The Maps

 

The two exemple map are made of three parts :

  1. The garden, with the statue, the broken column and the instanced stylized grass
  2.  The Keep, made of most of this pack assets. All of its materials are instances of a main material. It allows you to easily change the whole building color. Of course, you can use the merge tool to make it a lot lighter since the same parts are repeated. Just turn it into a multiple instanced static mesh components actor.
  3. The other building… let’s call it “barrack”. In this building, the materials are independant and the lighting inside is heavily composed of entering light through the roof and lamps.

Ground material is set to “custom depth” on Day example to avoid “toon” effect on the ground but you can see this effect in the showcase map and the night one.

Post-Process

 

A blueprint containing the material post-process and a “Other” post-process is included, allowing you to adapt the post-processing to your needs.
5 differents LUTs (Lookup Tables) are provided if you cant a different filter inside the Post-process material.
You can exclude things from the post-process by checking “Custom Depth” in you mesh Rendering parameters.

During “day”, you should try to have a strong directional light that will draw nice shadows.
Set the direction light Specular Scale to 0 if you don’t want the light “spread” too much depending on the angle.

 

 

 

Landscape

 

 The landscape is not made of layers. The material changes depending on the hight and the orientation of the surface. I tried to keep it as humanly readable as possible 😅. It’s fully commented.

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