创建高度岩石悬崖底部植被Unreal Engine游戏素材资源

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本资料是关于创建高度岩石悬崖底部植被Unreal Engine游戏素材资源,大小:680 MB,使用软件:Unreal Engine 4.5 – 4.15, 4.18,语言:英语。

一组以干旱为主题的岩石、地形和植被,使您能够创建高度详细的沙漠环境。包含在此套装中:
[岩石]
2 块独特形状的悬崖岩石,创造了大量的变化。
– 岩石堆和大石头。
– 用于创建细节和悬崖底部或突出地形的平坦层状岩石。
[地形]
-2 形状独特的侵蚀土丘,用于以逼真且令人信服的方式将岩石过渡到地形。
– 一小部分平铺地形材料,它们融合在一起创造出令人信服的地面。这些瓷砖材料中包括沙子、两种不同类型的砾石、岩石地板和开裂的干土。
[植被]
– 2 种不同的植物,尽管它们已经死亡,但它们有助于为环境带来一点生机。
[场景]
– 一个示例地图,展示了所有这些资产如何协同工作以创建引人注目的沙漠环境。 专为桌面 环境设计的
技术细节: – 网格数 – 13 – 材料数量 – 3 个主材料和 21 个材料实例 – Tris 范围(最大和最小) – 所有资产范围从 520 – 3700 Tris – 平均 Tris – 平均包装1827 – 纹理尺寸 – 此包包含 13 个漫反射、13 个正常、13 个光泽、13 个高光和 4 个高度贴图。

-纹理类型——每个资产都使用漫反射、法线、规格和光泽贴图。有 4 种平铺材料也使用高度图进行混合。

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An Arid themed set of rocks, terrain, and vegetation that enables you to create a highly detailed desert environment. Included in this set:
[Rocks]
2 cliff rocks uniquely shaped to create a large amount of variety.
– A rock pile and large boulder.
– A flat layered rock used to create details and the base of cliffs or jutting out of the terrain.
[Terrain]
-2 uniquely shaped erosion mounds used to transition rocks to terrain in a realistic and convincing way.
– A small collection of tiling terrain materials that blend together to create a convincing ground. Included in these tiling materials is sand, 2 different types of gravel, a rock floor, and cracked dry earth.
[Vegetation]
– 2 different plants that despite being dead help bring a little bit of life to the environment.
[Scene]
– A sample map that demonstrates how all of these assets work together to create a compelling desert environment.
Technical Details
Designed for Desktop
Environment:
-Number of Meshes – 13
-Number of Materials – 3 Master Materials and 21 Material Instances
-Range of Tris (Max and Min) – All asset range from 520 – 3700 Tris
-Average Tris – Pack average around 1827
-Texture Sizes- This pack contains 13 Diffuse, 13 Normal, 13 Gloss, 13 Specular, and 4 Height Maps.
-Texture Types – Each asset uses a Diffuse, Normal, Spec, and Gloss Map. There are 4 tiling materials that also utilize Height Maps for blending.

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