Modular Heavy Armour - Dark Warrior Fantasy - Metahuman

Polyphoria
Unreal Engine Versions
5.0
Distribution Method
Asset Package
Asset Version
N/A
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Description

The Heavy Armour pack comes with different Armoursets for Light Fantasy games.

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


Diiferent factiontyps: Darkknights, Orks, barbarian or even a Knight. The pack gives you a basic start point to fill your fantasy 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 right now. Our Basic ARKit Blendshape set is made with the Character Editor.


Technical details

Character: 1 MasterBlueprint and 20 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: 23-45k 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.


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