Banner Unreal 1
The New Updates
Latest added
Medieval Armour - Metahuman - Male/Female

Medieval Armour - Metahuman - Male/Female

New Release
2025-01-01
VIP
Characters
Engine version
5.3
Download type
Asset Pack
Registration required
Only For VIP
Description

Per popular demand: First set of Armor pieces are converted to the UE5 Quinn/Female meta tal nrw Skeletons.

Multiple SK Itemgroups: hats, hairs, heads, chests are ready to be assembled your own unique medieval warrior.

 

Diiferent factiontyps: soldier, mercenary, northman, crusader or even a Knight. The pack gives you a basic start point to fill your medieval world with Characters from different armour categories

 

Each equipment uses a master material and a mask texture, which allow you to tweak its visual appearance in detail. Each body part can be tweaked manually.

 

For compatibility to other asset packs (like carrying baggage or reading a journal), the delivered skeletal meshes are skinned to the UE4 skeleton and main- and off-hand pivots are aligned to its hand grip. Main- and off-hand slots are also prepared in the Blueprints to receive your data.

 

No Facial Animation included.

 

Technical Details

Character: 1 Blueprint and 15 example NPC Blueprints

Character Parts

84 SK meshes

~ 200 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks

~100 Materials: Including 4 Master Materials for items and hairs

Maps: 1 Overview

Other: UE4 Mannequin with slightly modified UE4 skeleton (added sockets)

Scaled to Epic Skeleton: YES

Rigged: YES

Rigged to Epic Skeleton: YES

Animated: No Animation included

Number of Characters: 40 parts

Vertex counts of characters: 16-24k all inkl

 

Morph targets –programming BP part prepared :

All glovers and Chests are shipped with basic morph positions The system is easily expandable to bring in your own creations if youd like to change items dynamically - for your hero character

 

Recommendations:

Export Hair or Chest pieces to your prefered DCC packages and adjust them to fit the desired Helmet piece. It can be performance heavy to have double vertexdata with a morphtargets for helmets - if you don't need them to adjust dynamically.

Comments
Comments is not yet
Add Comment
Please register
Other interesting assets