Stylized 3D medieval fantasy meshes, animations, emitters pack. Soon Available on Unreal Engine Marketplace.
- Compatibility update for Unreal Engine 4.22
- Fixed Swords geometries / textures for mode realistic breaking
- Rescaled swords Handles to better fit characters hands.
- Some ligthing fixes
- Post process blueprint improved with easy LUT change (more details in Post Process Documentation)
- Improved Shields material
- Alternative shield textures and materials examples !
- Improved bottles spilled content logic. Fixed decal.
- lighter liquid “Splatter” image
- Added Chair
- Added Mug
- Added 3 kinds of rocks with procedural material to give unique tones !
- Landscape Material : Added pebbles layer
- Post-Process : fixed LUT selector, improved post-process and light blueprints
- Updated showcase and examples Maps
- Improved and fixed some materials
- Renamed MPC_landscape → MPC_Environment
- Added Wind parameter
- Improved Glass translucency
- Improved liquids materials and examples
- New Splatters effect (material, texture and logic)
- Added two gonfalons with two kind of supports : Wall bar and stand-alone
- Animated and fixed materials for each Gonfalon. Animated Ones are using Wind parameter.
- Fixed Post-Process LUTs handling
- Rebuilt lights from scratch. Now lights are light … sorry, I don’t know how to say it differently 😝
- Lights radius, intensity and “flickering” are customizable. They can cast shadows or not and be set to Stationary to be included in Lightmass.
- Improved “magic” grass material
- Improved Post-Process and added a “Day” mode.
- Post-process fixes
- Optimizations for UE 4.25 and maps update
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.
All the materials are made to be instanced. Some, like the blades or grass can even be emissive, “shiny”.
Shields and bucklers materials, in version 1.2, are prepared to be instanced and adapted to your needs :
Rocks and pebbles material changes their brightness all the time to make them feel more different from each other.
Their material can be instanced to remove this behavior or add some “shine” !
The 1.3 added Gonfalons, available with animated and fixed materials.
They are using the Wind parameter inside /Landscape/MPC_Environment to direct the offset. If facing the wind, the deform will stop before overlapping the support.
The two exemple map are made of three parts :
- The garden, with the statue, the broken column and the instanced stylized grass
- 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.
- 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.
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.
v 1.1 :
You can select the LUT and activate / disable the post-process material in the blueprint details.
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.
When position Z is more than 300 (can be changed of course), sand is replaced rocks then grass on top of it. An instanced grass layer can be painted.
The material parameters collection MPC_Landscape is here to adapt as many materials as needed according to the map. Here, I’m using it to change the grass “emissiveness” (I don’t know if this word really exists 😅 ) depending on the map (day or night).
Grass Material and Day map blueprint :
Three kinds of fire emitters :
- Torch lights (2D flames + 3D “base”)
- Non-emitting light Torch Lights (2D flames without light + 3D “base”)
- Brasero lighs (day and night) (3D flames + 3D “base”)
Both are using Opaque material for flames and additive material for the “base” and are very light. Both materials can be desaturated to turn the “base” into simple smoke by turning the first Dynamic parameter to 1 the adapt the desaturation rate with the second Dynamic Parameter.
N°1 and 2 blueprints also contain a point light to draw the shadows in stationary position or just draw the base “light” in “movable” or “Cast Shadow” unchecked.
Doors have two animations :
- Opening to the left
- Opening to the right Blueprints to play them when a hit is detected are included. You could trigger the event from a cast after a tracing, too. → Chests are not using bones animation. They are rotating on their hinge pin.
The bottles also “animate” their liquid inside, and if hit, the cork falls. Then if you put the bottle horizontally, an emitter “emits” the liquid and a decal draws a stain simulating the liquid “flow” on the “ground”.
The swords are physical meshes and their Physics Assets are ready to use but there are no constraints so if you activate physics and “shoot” them.
If you want them to be more “rigid”, just open the Physical body of a sword.
Right click on the Blade and add a constraint with the blade.
Then you can lock the linear and angles limits.