UI Animated Flags

This flag pack allows you to create a collection of flags to use in your game; either stored as material instances, in a data table. Or use the provided customizing widget and give the user the power to create their own.

In this video you'll see the animations of the flags, the customization of the flags, and all the information provided in the overview map provided in the pack. Feel free to pause and read whatever section you need, it has a lot more information there than I'm able to provide in this text block alone.

Unreal Marketplace Link: Click Here

This is a UI exclusive pack that provides various widgets, material and textures that allow you to fully customize flags for your game. Different projects have different needs, so there are a few ways you can use this.

  1. Simply create material instances yourself that you can reference at runtime. This would be static and unchangeable once your game is packaged, but it gives a great central location for everyone to reference an asset.

  2. Use a data table to store the flags. This can keep things cleaner, but it's harder to see the final result since it's in a data table format. It's still an option if you need it (example provided in the pack)

  3. Use the customizing widget to allow the player to customize their own flags and save them locally as a save file. There are a few options provided for saving to lock players to only editing a single flag and not be able to load any if you need.

With the material, you have control over the direction and speed of the wind, how it interacts with the flag, where you want the flags deformation to be clamped or limited, shadow offset options to give different looks to the flag, intensity of the wrinkles shadows, edge offsets to give room for deformation, full customization of the pattern, logo, colours, and much much more.

All the textures are soft referenced, so the memory usage is low. The widget provided that you can use to quickly load a customized flag will automatically create its own dynamic material, load all the textures needed, and update the flag with the values provided.


 Pipes Blueprint

Unreal Marketplace link: Click Here

This tool is designed to make placing pipes in your scene as easy and quick as possible. It contains a total of 109 assets, and a blueprint designed to drive all the assets based on an array. This array controls each pipes length, transition type, and minor details such as capping openings or adding wall plates. Scaling of the pipes will maintain the shape as best it can until the pipe lengths get too short. A 'static mesh' reference is in place to allow you to keep the blueprint of the pipe, but reference a baked out version if you want to use it instead without losing the original pipes layout.

Technical Details

Features: (Please include a full, comprehensive list of the features of the product)

  •  1 Blueprint that controls the placement of all of the pipes. You have full freedom over the length, bolt type, corner type, nozzle type, transition type, size, and much more.

  • There are a total of 109 pipe assets included. They all have the interior geometry included.

  • 8 material types to choose from

Number of Blueprints: 1

Network Replicated: N/A

Supported Development Platforms:

Windows: Yes

Mac: Yes

* This product supports Nanite for Unreal Engine 5.0+

Every asset has 'Nanite' enabled with the exception of the two pipe assets for 'custom corners', as they use spline mesh which does not work nicely with Nanite. There are no custom LOD's created for any of the geometry with the exception of the previously mentioned corner pieces.

Further documentation regarding Nanite can be found here: Website Link

* This product supports Lumen for Unreal Engine 5.0+

Lumen by default is enabled in this pack. To disable Lumen, simply go to 'project settings' under "Rendering/Dynamic Global Illumination" and change the setting accordingly.

Further documentation regarding Lumen can be found here: Website Link

Gallery


Quick Walkthrough Video


Asset Scaling Example


Modularity Example


Staircase Shapes Example

Unreal Marketplace Link: Click Here

This blueprint is designed to make placing stairs in your scene as painless as possible. Every project is different, so I tried to expose as many variables as I could. Being modular, you can put in your own assets, update the assets measurements (so the blueprint knows how to calculate everything), and simply scale the blueprint itself to see the results. It will automatically update as you scale it, calculating the appropriate number, sizes and locations of assets depending on the options you have chosen.

You can enable and disable each piece, you can control the height of the floors (not tied into the height of the stair geometry, things will automatically scale for you), control individual materials, draw distances, railing offsets to pull them away from edges, pillar controls independent X and Y directions, material updates. There are a broad number of exposed options for you to take advantage of.

There are a total of 2 blueprints included in this pack. 1 is for the stairs itself, and the other is an assets 'information' tool to help judge the size of your asset based on the bounds relative to the pivot point. It is useful for quickly finding your assets measurements if you don't want to update the values in the stairs blueprint trying to find it.

Features:

  • There are 6 stair types to choose from: Straight, U shaped, Square, Zig-zag, L shaped, or E shaped

  • Fully Modular

  • Customizable assets: stairs, stair railings, floor railings, railing posts, pillars, trim, trim corner.

  • Customizable draw distances for each asset type.

  • The ability to scale and offset assets.

  • You can disable anything you don't need. So if you just want the platforms with the railings, you can use just that.

  • You can set custom materials for each piece.

  • If you don't need railings, you can disable them entirely for a side, or cut out a section at a given position and size.

  • The posts have a control to set how many you need in either the X or Y axis of the blueprint.

  • The length of the stairs can be set to zero. This allows vertical assets such as fire escapes to be created.

  • A blueprint titled "BP_Asset-Info" is there encase you're not entirely sure about the size or dominant axis your asset is. It takes into account the assets bounds, figures out which way it's facing, and calculates from the pivot point to the end. This is good for stairs or railings if you're not entirely sure how big they are or what axis it's facing. (it's just here encase anyone needs it).

Number of Blueprints: 2
Number of textures: 17 ranging from 4096x4096 to 8x8
Supported Development Platforms:
Windows: Yes
Mac: Yes

Texture Painter

Unreal Marketplace Link: Texture Painter Link

This pack allows you to paint Diffuse, Metallic, Specular, Roughness, Emissive, Opacity, Normalmap and Displacement map textures directly inside the Unreal engine and export the textures, Or use a Colour and MSR texture in game to control different aspects of your materials.


** In Game Painter **

You can see a full run-through of the features for the in-game here.

This is similar to the editors painter, but it has simplified basics for performance reasons. You can pick your texture size and if you want to bake 1 or 2 textures out. By default these are a Colour texture, and an MSR texture (Metal, Specular, Roughness). However, you can use these channels in various ways to achieve different effects on your object. The blueprint that is used for this painting also supports mobility, so you can have physics objects that interact with the world leaving a trail behind it, or painting on its own surface.

There are a variety of examples provided to show different ways this setup can be used.

Features of the In-Game version

  • Impact on surfaces, allowing painting to be passed on. The painting devise stores the effect, so the values can be different depending on the tools used.

  • here are about 8 different painting tools to choose from, with the freedom to expand it as needed. Pencil, pen, chalk, paintbrush, paintroller, paintball, paintcan, markers.

  • These tools can be set up to be used for other impact elements such as bullets if you'd like. You can apply a 'tag' to check for, and if the impacting object doesn't have a matching tag, it will be ignored. This is great for making armor on a mech that can be shot for example.

  • There are 9 new blueprints. The main one is the "BP_PaintableGeometry-GameReady" Blueprint. In the test level, this is the main blueprint used to allow you to paint on nearly every surface (Just to show what can be done with it).

  • Paint brushes and paint rollers can have their colours changed on the fly. I have provided a paint bucket and a paint can to allow for this.


** In Editor Painter **

You can see a full run-through of the features for the in-Engine version here.

A variety of options are available to use. There is a undo-redo system in place allowing you to add up to 15 undo's if needed. Brushes are fully customizable (you can add custom brushes as well), and a variety of brushes are included to give you some options on how to interact with the colour/height/normalmap information. There is a built in 'mirroring' function for the X, Y and Z axis, and each individual texture can be exported as a .EXR files. These files can be imported directly into Unreal, or Photoshop for further editing. There is also an option to combine various black and white textures into a single image using the RG and B channels individually.

Features of the In-Editor version

  • Brushes: Painting, Additive, Smoothing, and Flatten.

  • Mirroring options for the X, Y and Z axis.

  • Preview menu to see the texture you're painting, and the corresponding UV's.

  • Textures can be baked out with a resolution ranging up to 4K.

  • The skybox has variables exposed to allow the lighting and skybox textures to change at runtime, as well as locking the skybox to maintain a constant lighting angle on the painting asset.

  • Full exporting options to export everything, or just individual textures.

  • A blueprint exists to allow for quick previewing of saved textures.

Technical Details

Features: The ability to paint diffuse, metallic, specular, roughness, emissive, opacity, normal maps and displacement maps directly within the editor, or paint a diffuse and MSR texture during gameplay.

The following features are available.

  • Brushes: Painting, Additive, Smoothing, and Flatten.

  • Mirroring options for the X, Y and Z axis.

  • Preview menu to see the texture you're painting, and the corresponding UV's.

  • Textures can be baked out with a resolution ranging up to 4K.

  • The skybox has variables exposed to allow the lighting and skybox textures to change at runtime, as well as locking the skybox to maintain a constant lighting angle on the painting asset.

  • Full exporting options to export everything, or just individual textures.

The game version is simplified, but fast. It allows for 2 textures to be baked, but limits a few features compared to the in-editor version to allow for better performance within the game itself.

Number of Blueprints: 12
Network Replicated: No


In-Editor UI Overview


Gallery


Unreal Marketplace Link: Click Here

'Blockout Starter Pack' is a collection of 12 different blueprints that allow worlds to be quickly blocked out and tweaked. They're easy to place, quick to update, easily changed to use your own assets, and allows for a variety of options such as twisting of assets using a spline, to customizing a functioning elevator. The blueprints are designed to be quick to place and update.


Below is a brief overview of the blueprints, and their features.

  • Blockout: This lets you place boxes and ramps, and allows you to re-scale them based on an end point.

  • Decal Spline Duplicator: This lets you easily populate a level with decals using the deformation of a spline. Various options exist to allow for a range of options such as road lines, blood spatter, footprints and more.

  • Door: This allows you to place a simple door in your scene, pick if it’s a single door or a double door, change its geometry, pick its starting state, or lock the door itself.

  • Elevator: This allows you to place an elevator in your level, complete with buttons for the top and bottom to call the elevator up or down.

  • Linear Duplicator: This lets you place down points in the world, and the distance between them will automatically be populated with an asset.

  • Quick Shapes: This holds a variety of basic shapes, and lets you switch quickly between them and set a specific radius or height. This is useful for placing squares, cylinders, spheres, cones, pyramids, corner bevels and triangular pyramids.

  • Scatterbox: This blueprint is used to spawn objects on a surface at random locations based on a ‘seed’. This blueprint can also be moved around your scene, and it maintains the locations based on the seed you have.

  • Spline Duplicator: This allows you to deform an asset using a spline, and allows you to scale and rotate each point individually, which in return deforms the geometry.

  • Spline Distance Spawn: This allows you to spawn assets along the curve of a spline, either at a specific distance, or based on a set number of assets for the spline.

  • Stairs-Ramp Spline Bend: This lets you place stairs or a ramp in the world, and let you bend the end point to fit the desired location. Scaling in the Z axis adjusts the spline tangent, while the X axis controls the stairs/ramps width.

  • Stairs-Ramp Straight: This is just a cheaper blueprint to use for placing stairs and ramps if they're straight.

  • Utility Pole: This lets you spawn a utility pole, and have powerlines automatically connect between the poles. You can customize the mesh, add variation to the cables, tilt the poles randomly, and customize the placement of the cables.


(You can see a quick run through, and the functionality of the elevators in this video)

This is a quick run through of the "Blockout Starter Pack" which can be found in the Unreal Marketplace. Link: https://www.unrealengine.com/marketplace/en-US...

INTERIOR BUILDING KIT

Gallery


 Unreal Marketplace Link: Click Here

I have put together an 'Interior Building Kit' for the Unreal Marketplace that is designed to make setting up interiors as fast as possible. I have roughly 800+ assets, and a number of blueprints that take advantage of many of these assets.

Some of the featured Blueprints include:

  • Wall/Window placement with auto sizing.

  • Trim placement with auto sizing.

  • 4 Door Blueprints that can be static or open and close using a volume the player overlaps.

  • A single bed Blueprint that contains all the bed variations with freedom to change the size, frame, mattress and box spring height, have a fitted sheet on it, tweak materials, customize pillows, etc.

  • A wall plug and power cable were created to allow for plugs to be easily placed and snapped to outlets

  • A single light Blueprint controls the wall, ceiling, and chandelier lights. This Blueprint automatically re-positions the lighting and changes the lights asset depending on what option you choose and it gives you freedom to still control the light intensity, color, if you want to use an IES texture or not, if it casts shadows for dynamic assets or disable the lights all together.

  • A TV Blueprint was created that allows for online video streaming. There is an array that you just need to link an online video too and it will play it at run time.

  • Cabinets and counter tops are also created with a number of pre-set Blueprints depending on the section you're looking for. Corner, single wide, double wide, island.


This is a quick flythrough video of some of the functionality of the blueprints. I put together a small section and show off various blueprints.

Note: This video is an early release version, so textures and content might be changed in the final version slightly from what you see here. Please view the Unreal Marketplace to get an update on the blueprint options and functionality.


This is a quick example of the construction of different parts of the example scene, and how the blueprints work.

 FIRE HYDRANT PACKAGE

Gallery


Unreal Marketplace Link: Click Here

This package has 6 fire hydrant assets, includes a total of 124 different color and damage variations, but also includes a ‘Substance Designer’ material that will allow for customization. The textures in place are there for the artists that need them now, but the Substance material is there for personalization and customization.


Each hydrant has 4 levels of damage, ranging from new, to fairly rusted. Included with this package are Substance materials for each hydrant, allowing total customization in color, grime and aging.

Each asset also has custom collision, as well as 2 LOD's. The tri count for the high poly mesh ranges from 8,000 to 1,800, and the lowest LOD range from 1,500 to 600 tris.

TECHNICAL DETAILS

• 2048x2048 resolution for all the variations of textures.
• 173 textures in total.
• Each model type has an included Substance Material allowing you too customize the age and feel of the assets.
• Each model has 2 LOD's.
• Tri count for the high res models ranges from 8,000 to 1,800 tris.
• Tri count for the lowest LOD ranges from 1,500 too 600 tris

 Containers 01

Unreal Marketplace Link: Click Here

This pack contains 11 unique styles of containers. Each container has 2 model versions, one that's fully combined with the caps, and another with the caps removed into their individual components.


I have included 2 texture variations for all 11 of the containers. One is a newer texture, while the second is a more aged damaged version.


You can fully customize the appearance of each asset. The default setup is to use the 'custom primitive data' values to drive the customizability. You can also use a material instance if you'd prefer. If you want to use the custom primitive data, but don't want to deal with the values, you can use a blueprint I've included that allows you to customize these assets much more easily while still using the custom primitive data (it's harder to set them up in Unreal 4, Unreal 5 is much better). Using this data instead of material instances allows you to use just 1 material for the asset greatly lowering draw calls while still maintaining full control over various surfaces.


Each material contains a mask that allows you to customize 3 different areas of the asset. You can pick your own colour, roughness, or metallic value.


* Important Disclaimer: This pack contains custom LOD's. Unreal 5 does not like having Nanite and custom LOD's calculated at the same time as they conflict with one another in Android and IOS rendering mode. So if you choose to use Nanite, it would be best if you deleted the original LOD's for those assets. To do this, just open the asset you want Nanite enabled on, change "Number of LODs" to 1 and press 'Apply Changes' below, and check on "Enable Nanite Support" and press 'apply changes' below. This will get rid of the custom LOD's and have Nanite enabled.

Technical Details

Features:

  •  11 unique designs of containers. Each has 2 model versions, one that's closed, and one that's open with the lids separated.

  •  fully customizable material that you can control with the 'custom primitive data', through a material, or with a blueprint that utilizes the 'custom primitive data' of the asset.

  •  2 unique versions of textures for each asset, 1 newer (less damaged), 1 older (more damage).

  • All the textures are 4K resolution to allow you to cap them at the resolution you need for your game.

 Scrolling LED Sign

GALLERY

Unreal Marketplace Link: Click Here

This pack contains a blueprint which is specifically designed to control a material which drives an LED panning texture screen. This LED screen can be customized with your own pattern, and 20 different patterns are included for you to get started. The blueprint itself is exclusively used to set up the borders and material of the LED, and it’s set up in a way to do things like automatic texture scaling based on the assets proportions.

You have freedom to choose your resolution, position, scale, length of text, text colour, shadow colour, background colour, panning speed, colour blinking animations, LED density, LED patterns, triggering the LED on and off, and much more.


Videos

This video shows the detail of the LED’s up close, and their appearance as you pull away. The effects change depending on the LED texture used.

This shows the 4 directions you can animate the text, and the ability to remove the animation all together. The speed is based on the repeating texture size, so horizontal panning is faster than vertical due to the textures being wider than they are taller.

This shows some examples you can create using the ‘Blinking’ options.

 Animating Billboards Blueprint

Unreal Marketplace Link: Click here

This pack contains a single blueprint. It holds the logic for setting up a scaleable billboard where the borders automatically scale with the blueprint itself. You can place lights on the surface, a support, and choose between 18 different ways to animate your billboard transitions. You can control up, down, left or right transitions, as well a center and 'none' (which is custom for each type). There are 3 types of animations, Fade, Masks and Panning. These 3 combined with the 6 previous types are 18 different animation variations. You can further control this by setting up the timing of the transition itself, the delay until the next transition starts, the ability to add lights to the surface which can have their colors change as the textures swap. It is set up to use a custom mesh if you need the option.

This is perfect for billboards, animated wall pictures, character wanted screens that change over time, flashing warning signs, or panning stock market prices. There's quite a few things you can do with this single blueprint.


Gallery


This is a short clip showing the different animation options you have. The directions, and if it's fading masking or panning.


This is a short clip showing the effects the Mask has on your transition.


This is a short clip showing the timing of the animations. You can ease them in and out, or control it with a linear animation. There is a value to control the transition time, as well as the delay before transitioning again.


This is a short clip showing the ability to either show your images sequentially, or randomize their order.


This is a short clip showing an example of a scrolling banner around the corner. This one connects to the neighboring screens seamlessly.


This is a short clip showing the lighting animations for the billboards as they change. Each image has a corresponding light value that can be set to a value that best represents your image. This is good for fill light. If you mirror the billboard to the back, the lights mirror as well.


This is a short clip showing some examples of wall art that you can use this blueprint for.


This is a short clip showing an example of using the blueprint for flashing warning signs.


This is a short clip showing some examples of the blueprint which can be used for things like movie posters.


House Pack - Farmhouse Style

Featured-Image.jpg

Gallery


Unreal Marketplace Link: Click Here

This pack contains a variety of 10 different houses, in the 'farmhouse' style. Each style of house has 3 variations for the siding to choose from. Wood siding, vinyl siding, or both. There is a single static mesh version of these houses that can't be entered, and there is a blueprint version that can be entered and all the doors (even the garage doors) can be interacted with.

The blueprints have options to hide pieces of the houses to make placing assets inside easier. You can hide the exterior, ceilings, the individual floors, or the doors. This makes placing things much easier.

I included a few other assets to make a map to run around in. Trees (not realistic), fences, sidewalks, grass, and street signs are available. The street signs have the option to customize the name and numbers.

Every house blueprint has the option to spawn either lightmass portals for the windows, and/or reflection spheres for each room. There is a limit to the number of reflection spheres in a single map, so use that one sparingly, but it's good for smaller maps.

The houses are all built with realistic proportions in mind. For entering and exiting the houses, I included a Blueprint Interface that's called each time you enter or exits a house. It's called to the player, but also globally (get all actors with interface). This is very useful for things like lightening or darkening the scene when you enter or exit a building, or pulling the camera in or out when you enter or exit the building. (The example level uses both methods)

Technical Details

Features: 10 Styles of houses

  • Single asset houses include doors, can't be entered, and range between 14-17 materials each. These are cheaper, and good for larger maps. There are 3 assets for each type of building. 1 for each type of siding (Wood, Vinyl, and Both)

  • Blueprint versions of these houses are style wise the same, but they include interiors, the doors (including garage doors) can be interacted with, and also have the 3 versions of siding to choose from.

  • Some addition assets are included. The main focus on this pack are the houses, but there is also a street sign, roads, sidewalks, grass, and trees (not realistic style) so a level could be put together to test performance with foliage and lighting.


Note: This pack uses the default pawn, which uses a .ini file to handle the inputs. In case you are missing those inputs, you can find them here.

(File link)

The other assets such as the doors use direct button inputs which are stored in their corresponding blueprints, so if you need those changed you’ll have to change them there. The .ini file is only for the players movement.

 Paintings: Portraits No.1

Gallery


Unreal Marketplace Link: Click Here

This pack contains 200 unique images of different men and woman. There are 3 frames you can use to showcase them, along with 2 different materials you can use. The first material is a simple canvas without a border, and the second is one with a border. There are 100 male images, and 100 female images. Everybody ranges in age between 20's to 80's.

The canvases are in 3X4 ratio, but the image resolutions themselves are 2048X2048 to allow for mipmapping runtime.

The material for the paintings is set up to push the diffuse texture slightly by utilizing the normal map of the canvas. This helps remove any pixilation you might encounter when getting close to the paintings.

Features:

  • 200 individual images. 100 Male, 100 Female.

  • 3 assets. 2 are framed but have different sizes, and the third is a canvas without a frame.

  • All textures for the portraits are 2048x2048 to allow for mipmapping, but they are showed on canvases at 3X4 ratio.

Number of Unique Meshes: 3
Collision: Yes
Vertex Count: 44-116
LODs: No
Number of Materials and Material Instances: 2 master materials, 406 material instances
Number of Textures: 217
Texture Resolutions: 4096z4096 = 2
2048x2048 = 203
1024x1024 = 8
512x512 = 1
8x8 = 3
Supported Development Platforms:
Windows: Yes
Mac: Yes

 Paintings: Landscapes No.1

Gallery


Unreal Marketplace Link: Click Here

This pack contains 550 unique images of different landscapes from around the world. There are 3 frames you can use to showcase them, along with 2 different materials you can use. The first material is a simple canvas without a border, and the second is one with a border. There are a total of 15 locations, which are as follows: Australia, the Bahamas, Brazil, Canada, China, Denmark, Egypt, India, Japan, Madagascar, Mexico, Panama, Russia, USA and a collection of various lakes from around the world. Each location has at least 25 pictures, but can range up to 51 depending on the location.

The canvases are in 7X3 ratio, but the image resolutions themselves are 2048x1024 to allow for mipmapping at runtime.

The material for the paintings is set up to push the diffuse texture slightly by utilizing the normal map of the canvas. This helps remove any pixilation you might encounter when getting close to the paintings.

Because these are landscapes that are wide, I have include a few canvases to show them. A single canvas is easy to manage, but to keep things easiest when working with multiple frames to display a single landscape, I put together a blueprint to assist with it. You can choose the type of frame, how many you want to use (1-3), the distance between them, and there's a material override so you can use the existing material instances with it or use your own.

The textures for the paintings themselves were generated with an AI using a very specific parameter to maintain a consistency throughout all the images. The AI used was Midjourney.

Features:

  • 550 images of landscapes.

  • 18 assets. There are 3 types of frames, and 3 versions of each type. (a single picture, double picture, and triple picture)

  • All textures for the Landscape paintings are 2048x1024 to allow for mipmapping, but they are showed on canvases at 7X3 ratio. (If the single canvas is used)

Number of Blueprints: 1
Number of Unique Meshes: 18
LODs: No
Vertex Count: 44-116
Number of Materials: 2 master materials, 1104 material instances
Number of Textures: 570
Texture Resolutions: 4096x4096 = 2
2048x2048 = 3
2048x1024 = 553
1024x1024 = 8
512x512 = 1
8x8 = 3,
Number of Widgets: 0
Supported Development Platforms:
Windows: Yes
Mac: Yes

 

Paintings: Landscapes of Canada

Gallery


Unreal Marketplace Link: Click Here

This pack contains 195 unique images of different landscapes from the various provinces and territories in Canada. There are 3 frames you can use to showcase them, along with 2 different materials you can use. The first material is a simple canvas without a border, and the second is one with a border. Each Province/Territory has 15 paintings each.

The canvases are in 7X3 ratio, but the image resolutions themselves are 2048x1024 to allow for mipmapping at runtime.

The material for the paintings is set up to push the diffuse texture slightly by utilizing the normal map of the canvas. This helps remove any pixilation you might encounter when getting close to the paintings.

Because these are landscapes that are wide, I have include a few canvases to show them. A single canvas is easy to manage, but to keep things easiest when working with multiple frames to display a single landscape, I put together a blueprint to assist with it. You can choose the type of frame, how many you want to use (1-3), the distance between them, and there's a material override so you can use the existing material instances with it or use your own.

The textures for the paintings themselves were generated with an AI using a very specific parameter to maintain a consistency throughout all the images. The AI used was Midjourney.

Technical Details

Features:

  •  195 images of landscapes.

  •  18 assets. There are 3 types of frames, and 3 versions of each type. (a single picture, double picture, and triple picture)

  •  All textures for the Landscape paintings are 2048x1024 to allow for mipmapping, but they are shown on canvases at 7X3 ratio. (If the single canvas is used)

Number of Blueprints: 1
Number of Unique Meshes: 18
LODs: No
Vertex Count: 44-116
Number of Materials: 2 master materials, 392 material instances
Number of Textures: 215
Texture Resolutions: 4096x4096 = 2
2048x2048 = 3
2048x1024 = 198
1024x1024 = 8
512x512 = 1
8x8 = 3
Number of Widgets: 0
Supported Development Platforms:
Windows: Yes
Mac: Yes

 

Paintings: Landscapes of the USA

Gallery

Unreal Marketplace Link: Click Here

This pack contains 500 unique images of different landscapes from all 50 states of the USA. There are 3 frames you can use to showcase them, along with 2 different materials you can use. The first material is a simple canvas without a border, and the second is one with a border. Each state has 10 paintings each.

The canvases are in 7X3 ratio, but the image resolutions themselves are 2048x1024 to allow for mipmapping at runtime.

The material for the paintings is set up to push the diffuse texture slightly by utilizing the normal map of the canvas. This helps remove any pixelation you might encounter when getting close to the paintings.

Because these are landscapes that are wide, I have include a few canvases to show them. A single canvas is easy to manage, but to keep things easiest when working with multiple frames to display a single landscape, I put together a blueprint to assist with it. You can choose the type of frame, how many you want to use (1-3), the distance between them, and there's a material override so you can use the existing material instances with it or use your own.

The textures for the paintings themselves were generated with an AI using a very specific parameter to maintain a consistency throughout all the images. The AI used was Midjourney.

Technical Details

Features:

  • 520 images of landscapes.

  • 18 assets. There are 3 types of frames, and 3 versions of each type. (a single picture, double picture, and triple picture)

  • All textures for the Landscape paintings are 2048x1024 to allow for mipmapping, but they are shown on canvases at 7X3 ratio. (If the single canvas is used)

Number of Blueprints: 1
Number of Unique Meshes: 18
LODs: No
Vertex Count: 44-116
Number of Materials: 2 master materials, 1,006 material instances
Number of Textures: 520
Texture Resolutions: 4096x4096 = 2
2048x2048 = 3
2048x1024 = 503
1024x1024 = 8
512x512 = 1
8x8 = 3
Number of Widgets: 0
Supported Development Platforms:
Windows: Yes
Mac: Yes