A complete pack of foliage, rock, modular village building assets and medieval style props for creating a fantasy village and lush natural environment.
Also includes time of day and weather blueprints that add vibrant dynamic lighting to your worlds.
Video trailer here: https://youtu.be/eeZEGb9bgxU
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Includes variations of walls, floors and roofs types as well as a range of other architectural assets that can be placed on a grid, flipped and rotated to produce a tiled environment. Also includes wooden medieval styled door, fence, lantern and window props.
All architectural and prop assets utilise a collection of tilable materials that can be easily reused on other assets. These materials use vertex painting to paint colors, add moss or vertex damage. These also use Parallax Occlusion Mapping to increase the detail on meshes with little performance loss.
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Includes a range of grass, flower, bush and tree assets for painting a landscape with foliage meshes. Foliage materials will move in the wind based on weather intensity and tree blueprints contain particle systems to simulate falling leaves.
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Time of day will progress when game is played. Day speed can be changed and lighting effects like sunlight, fog, volumetric clouds and skybox clouds will change color depending on if it's day, night or sunrise/sunset.
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Weather will also change randomly during play going from blue skies to cloudy to rainstorm. Includes Niagara particle systems that vary in intensity depending on the weather type. Fog and sky colors will also change depending on weather. Cloud intensity is stored in a material collection parameter that can be added to any material to change how it looks depending on the weather.
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Easily edit rivers, fences, vines, bridges and cliff rocks with splines. Hold the alt key and drag to add more spline points.(demonstrated in trailer video at 1:02) Also includes a bird spawner blueprint that will auto-generate spline points that birds will fly along during gameplay.
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Change the direction, flow rate and foam of water by painting with different vertex colors. Use red and green channels to set flow direction. Use blue channel to set speed. Use alpha channel to set foam amount (demonstrated in trailer video at 1:19)
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Add shading, moss or damage to building and props with vertex colors. RGB channels can be used for lighting and shading. A channel controls moss and damage amounts. (demonstrated in trailer video at 1:11). (Due to limits in the number of vertex channels; materials can only have moss or vertex damage, not both. Uncheck "use alpha channel for moss" in material instance to switch to using damage instead. Rocks have moss mapped to R channel.)
wooden medieval styled door, fence, lantern and window props.