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[环境] Slaughterhouse 虚幻4.26屠宰场环境

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发表于 2023-11-8 15:27:35 | 显示全部楼层 |阅读模式
支持的引擎版本4.26










































Slaughterhouse environment includes, pig carcasses both static (2) and rigged (2) with physics assets ready to take the hit. Also included: modular building blocks with both interior and exterior, props wrapped in Blueprints as pipe and wire-splines with a bunch of variation possibilities. Scraps include wood planks, and pallets. Also suitable table, bench, sink, radiators, and gutters

Outside world is build from frozen birch tree(s) and from a small twig-type foliage with spline road, spline fence, spline icicles and landscape and an ice material. Last but no means least a haze and snowfall particle systems are included to finish the job.

技术细节
12 Blueprints, 66 materials & instances, 71 meshes, 4 particles, 2 skeletal meshes, 105 textures (2 placeholders).
Included Blueprints are tools to replicate meshes and to add some adjustments for example:
with carcasses-BP you can choose amount of carcasses, set random rotation seed and choose between static and skeletal meshes to be used (Enable "sub-stepping" in project settings and lower "Max substep DeltaTime" to remove skeletal mesh jittering). With pipes-BP can use spline to drag out the pipes, choose the mesh from 5 meshes, add start and end c-pipe, rotate c-pipes and choose from 3 materials. Bird BP-includes target point search for the bird mesh. Particles include 2 versions of haze (modified material for interior and exterior lighting) water drip, and snowfall. Texture sizes from 1024 to 4096, mainly diffuse, normal map and mask textures.
Collision: Yes, automatically generated
Average tris count: 3000 tris count from lowest (foliage twigs) 50 to highest (birch LOD0) 17700
Meshes have 1-4 Lods
Number of Meshes: 71
Number of Materials and Material Instances: 66
Number of Textures: 105 (2 placeholders)
Supported Development Platforms:built and tested in windows
Supported Platforms: desktop
Notes: Enable "sub-stepping" in project settings and lower "Max substep DeltaTime" to remove skeletal mesh jittering


屠宰场环境包括,猪尸体静态(2)和操纵(2)与物理资产准备接受打击。还包括:模块化的建筑模块与内部和外部,道具包裹在蓝图作为管道和电线样条与一堆变化的可能性。废料包括木板和托盘。也适用于桌子,长凳,水槽,散热器和排水沟

外面的世界是由冰冻的桦树和一个小树枝型的叶子与样条道路,样条栅栏,样条冰柱和景观和冰的材料。最后但并非最不重要的是,雾霾和降雪粒子系统包括完成工作。

技术细节
12个蓝图,66个材质和实例,71个网格,4个粒子,2个骨架网格,105个纹理(2个占位符)。
包含的蓝图是复制网格和添加一些调整的工具,例如:
使用carcasses- bp,你可以选择尸体的数量,设置随机旋转种子,并在静态和骨骼网格之间选择要使用(在项目设置中启用“子步进”并降低“最大子步DeltaTime”以消除骨骼网格抖动)。与管道- bp可以使用样条拖出管道,从5个网格中选择网格,添加开始和结束c管,旋转c管,从3种材料中选择。鸟类bp -包括鸟类网格的目标点搜索。颗粒包括2个版本的雾霾(室内和室外照明的修改材料),水滴和降雪。纹理大小从1024到4096,主要是漫反射,法线贴图和蒙版纹理。
碰撞:是的,自动生成
平均三叶树数:3000三叶树数从最低(叶枝)50到最高(桦树LOD0) 17700
网格有1-4个Lods
网格数:71
材料和材料实例数量:66
纹理数量:105(2个占位符)
支持的开发平台:在windows中构建和测试
支持平台:桌面
注意:在项目设置中启用“子步进”并降低“最大子步DeltaTime”以消除骨架网格抖动




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