Sicka Ornate
Sicka Ornate
Unique and Ancient environment with a mixture of ancient, fantasy, and ornate designs.
From individual Bricks and rock slabs with different variations sculpted on each side to highly detailed ornate Vase, coins, Coffin or Cups to make your fantastical place or tell your own story of a lost and forgotten civilization with treasures and structures that experienced the passage of time.
This product supports Nanite for Unreal Engine 5.0+
This product supports Lumen for Unreal Engine 5.0+
Features:
Hand Sculpted High Detail assets
144 unique mesh
2 Demo Map and 1 Studio Lighting Map (used for pictures provided)
Modular and Semi-Modular assets
Unified Texture And Material To match Any Project With a similar Aesthetic
High-quality lighting with decent Optimization
Volumetric Fog material for good Mood control over Material
Clean UV Setup and UV Island packing
Virtual Texture Ready (PTPOT, Correct Compression, Layered Texture Channel)
Number of Unique Meshes: 144
Collision: Yes (custom + automatically generated)
Vertex Count: source nanite (427~ 179K)
LODs: Nanite + 6 LODs (High Detail)
Particle System: 2 (Fire and Coin Fountain Spawn with collision Detection)
Number of Materials and Material Instances:
8 Materials
53 Material Instances
Number of Textures: 124
Texture Resolutions:
32×32 (1)
256×256 (5)
512×512 (1)
612×612 (1)
1024×1024 (1)
4096×4096 (115)
Supported Development Platforms:
Windows: Yes
Mac: No
Important/Additional Notes:
since I got this question multiple times on my other assets I will put it here. If you get a weird Shadow when using Raytracing, it’s an Engine bug and not the asset problem, you need to disable two-sided Geometry for Raytrace. Use the console command “r.RayTracing.Shadows.EnableTwoSidedGeometry 0″ and it will fix it ( without ” )
Supported Unreal Engine Versions: 5.0 – 5.5
Original_Link_https://fab.com/listings/93ed5582-0ac5-40b0-96af-8ca735e5ef34
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