ue4商城资源Scanned Poplar and Aspen Forest with Seasons






资源为Unreal Engine虚幻游戏引擎扩展资料2017年12月合辑第一季合集包 共65G 包含Unreal Engine Marketplace –Scanned Poplar and Aspen Forest with Seasons杨树和白杨林季节扫描
此包包含:
A杨:10棵树(黑杨/伦巴第杨)
B杨:8棵树(白杨/白杨/欧洲白杨)
杨树树苗:5棵小树
灌木A:3种灌木(冬青/冬青/欧洲冬青)
叶:2个蕨类植物,13个花,4个草,11个细节资源和5个用于地形草层的草组网格
岩石:3块大的,2块中等的,9块小的和2块光固化的岩石
地形:17个地形纹理,外部网格用于远距离山脉
所有的植物元素都有春、夏、秋、冬的版本。还有两个版本的中型和大型树木(城市和森林)。城市版本是健康的树木,适合在城市地区或森林不密集的地区进行园林绿化。森林版本适用于密林环境。
所有的树枝和树叶都有风动画,而且颜色也会根据它们在地图上的位置而变化。这些可以通过材料参数进行调整。
所有模型都有光照贴图UV和碰撞(树有胶囊,其他的是自动生成的)。所有纹理都设置为PBR。
所有模型都有LOD。所有大型flora对象都有四个LOD(100%,~40%,~5%,公告牌)
所有的冬季岩石都有动态雪层。
所有的地形纹理都是从同一个区域拍摄的,并且它们具有相同的纹理密度。
此外,还有一个道路网与照片封装脚印POM材料,以创造雪地道路与脚印。
有7层和一个展示层。
技术细节
树木使用4种不同的光屏蔽树皮,分为两种纹理(2048×4096、4096×4096)、1种平铺(512×1024)和1种树枝纹理(每个季节使用4096×2048)。分支具有可以通过材质参数控制的风动画。此外,每棵树的叶子上都有颜色变化(色调值发生变化),这取决于它们在地图上的位置。这种变化也可以通过材料参数改变。
树有4个LOD。基本LOD是特写镜头的英雄LOD,它们的树皮有镶嵌。最后一个LOD是广告牌。
例如:“杨树中丘森林”模型的LOD有12694、5153、592、6个三角形。
灌木使用1024×1024纹理,它们的叶子像树木一样具有风动画和颜色变化。它们也有4个LOD。基本LOD是特写镜头的英雄LOD,最后一个LOD是广告牌。
蕨类植物也使用1024×1024纹理。他们有3个LOD。最后一个LOD是广告牌。
花草有三层。花用4k,草用2k纹理。
细节资产没有LOD,因为它们设置为在某个距离处消失。
Rock set对所有岩石使用photoscanned 2048×2048可平铺纹理,但photoscanned的除外。每一块被拍照的岩石都使用1024×1024的纹理。所有的岩石都有冬天的版本,上面有动态的雪层。该层的雪纹理,雪量,覆盖率和它的锐度可以通过材质参数进行调整。
光刻岩石有3个LOD。基本LOD具有细分。其他岩石有2个矿层。
地形纹理为2048×2048。它们都是同一地区不同季节的照片。它们覆盖了大约3米x 3米的区域,所以它们的纹理密度是相同的。雪足迹纹理为2048×1024。


This pack contains:
Poplar A: 10 trees (populus nigra/lombardy poplar)
Poplar B: 8 trees (populus tremula/aspen/European aspen)
Poplar saplings: 5 small trees
Shrub A: 3 shrubs (ilex aquifolium/holly/European holly)
Foliages: 2 ferns, 13 flowers, 4 grasses, 11 detail assets and 5 grass group meshes for terrain grass layer
Rocks: 3 big, 2 medium, 9 small and 2 photoscanned rocks
Terrain: 17 terrain textures, outer mesh for distance mountains
All flora elements have spring, summer, autumn and winter versions. Also there are two versions of medium and big size trees (urban and forest). Urban versions are healthy trees that suitable for landscape gardening in urban areas or forest areas that are not dense. Forest versions are suitable for dense forest environments.
All branches and foliages have wind animation and also color variation depending on their position on the map. These can be adjust via material parameters.
All models have lightmap UVs and collisions (trees have capsule, others have auto generated). All textures are set for PBR.
All models have LODs. All big flora objects have four LODs (100%, ~40%, ~5%, billboard)
All winter rocks have dynamic snow layer.
All terrain textures are photoscanned from same area and they have same texel density.
Also there is a road mesh with photoscanned footprint POM material for creating snowy road with footprints.
There are 7 levels and a showcase level.
技术细节
Trees use 4 different photoscanned barks in two textures (2048×4096, 4096×4096), 1 tilable (512×1024) and 1 branch texture (4096×2048 for each season. Branches have wind animation that can be controlled via material parameters. Also every tree has color variation (with HUE value shift) on their leaves depending on their position on the map. This variation also can be changed via material parameters.
Trees have 4 LODs. Base LODs are hero lods for close-ups and their barks have tessellation. Last LODs are billboards.
Example:”poplar_a_medium_c_forest” model’s LODs have 12694, 5153, 592, 6 triangles.
Shrubs use 1024×1024 texture and their leaves have wind animation and color variation just like trees. They also have 4 LODs. Base LODs are hero lods for close-ups and last LODs are billboards.
Ferns also use 1024×1024 texture. They have 3 LODs. Last LODs are billboards.
Flowers and grasses have 3 LODs. Flowers use 4k, grasses use 2k texture.
Detail assests have no LODs because they are set to disappear at a certain distance.
Rock set uses photoscanned 2048×2048 tileable texture for all rocks except photoscanned ones. Each photoscanned rock uses 1024×1024 texture. All rocks have winter versions which have dynamic snow layer on top of them. This layer’s snow texture, snow amount, coverage and it’s sharpness can be adjust via material parameters.
Photoscanned rocks have 3 LODs. Base LODs have tessellation. Other rocks have 2 LODs.
Terrain textures are 2048×2048. All of them were photoscanned from same area in different seasons. They cover about 3m x 3m area so their texel densities are same. Snow footprint texture is 2048×1024.

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