Stylized Pixel Tower Documention

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

Changelog

1.1 :

  • 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)

1.2 :

  • 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

1.3 :

  • 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.

1.4 :

  • Fixed Post-Process LUTs handling
  • Rebuild 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.

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Watch this video on YouTube.
Version 1.1
Watch this video on YouTube.
Version 1.2-1.3



 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.

 

v 1.1 :

You can select the LUT and activate / disable the post-process material in the blueprint details.

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