ue4商城资源Pirate Ship Cabin海盗船舱





Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –Pirate Ship Cabin海盗船舱
一个海盗船船舱利用了许多先进的功能虚幻引擎4包括一个单一的主材具有视差遮挡映射与基于距离的褪色,亚表面散射,和细分位移。环境还利用先进的照明技术,如静态网格发射照明、调制照明和体积照明。
这个环境被设计用来学习Unreal Engine 4中可用的各种技术,并且这些资产被设计成可以在其他项目中重用。
技术细节
主要特点:
一个单一的主材质,具有视差遮挡贴图和基于距离的渐变、子曲面散射和细分置换
先进的照明技术,如静态网格发射照明,调制照明和体积照明
模块化设计,以保持较低的资源开销
基本信息:
所有纹理均为2K(2048)
碰撞:是的
网目在30到6000个多边形之间
LODs:不
41目
材料6份,实例44份
107通道填充纹理
支持的开发和构建平台:Windows PC
笔记:
场景中有两个平面反射角色,可以通过选择它们来提高反射质量,然后在其详细信息窗格下选中“Rendering”>“Visible”,但这将显著降低性能。
楼梯以上的门采用调光,用此调换玻璃材质与调光版再搭灯。在我构建之后,我用一种发射材料来代替它来提高视觉质量。



A Pirate Ship Cabin utilizing many of the advanced features available in Unreal Engine 4 including a single master material featuring Parallax Occlusion Mapping with distance based fade, sub-surface scattering, and tessellated displacement. The environment also utilizes advanced lighting techniques such as Static Mesh Emissive Lighting, Modulated Lighting and Volumetric Lighting.
This environment is designed to be dissected to learn various techniques available within Unreal Engine 4 and the assets are designed to be re-used in other projects.
技术细节
Key Features:
A single master material featuring parallax occlusion mapping with distance based fade, sub-surface scattering, and tessellated displacement
Advanced lighting techniques such as Static Mesh Emissive Lighting, Modulated Lighting and Volumetric Lighting
Modular design to keep resource overhead low
General Info:
All textures are 2K (2048)
Collision: Yes
Meshes ranged between 30 and 6,000 polys
LODs: No
41 Meshes
6 Materials and 44 instances
107 Channel packed textures
Supported Development and Build Platform(s): Windows PC
Notes:
There are two Planar Reflection actors in the scene which you can enable to improve reflection quality by selecting them then under their Details pane checking Rendering > Visible but this will dramatically reduce performance.
The door above the stairs uses modulated lighting, to use this swap the glass material with the modulated version then build lighting. I replace this with an emissive material after i build to improve the visual quality.

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