"Hong Kong Dust" is an environment asset designed using advanced Unreal Engine features, including Nanite, Lumen, virtual textures, parallax bump, and cubemaps textures.
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Materials:
The asset features complex height blended materials with multiple layers of concrete, paint, dirt, wear, and damage. These materials are uniquely blended for each building using custom vertex colors generated from inside Houdini engine. All material parameters can be controlled with named parameters on materials, such as wear amount, damages, color variations, window room light amount on or off, speed of flickering, amount of signs that are emissive, and so on.
Shader Effects:
Time-based shader effects are used for flickering signs and room lights, which turn on and off from windows. Additionally, wetness support is provided in the shaders controlled from a material collection, with height, distance field, and vertex color blended realistic puddles.
Blueprint Tools:
A lot of parts in the environment use custom blueprint tools to place and align assets, such as railings, lanterns on strings, lights snapping to walls or floor, cables between buildings, and signs on the walls.
Streets:
The streets in the environment are generated in Houdini and baked out into Unreal. They are then sliced so that they are not modular. If you need to edit the streets, you can export separate tiles from Unreal, edit them in Blender or other 3D software, and then reimport them.
Decals:
The asset uses static mesh decals for edges damages, leaks, and grime.
Distance Fields:
Some damage effects on materials use distance fields. If you have moving objects with distance fields that might look unrealistic, you can disable distance fields on moving objects in your game or turn off the distance field effects in materials.
Collisions:
Where possible, collisions were simplified and baked as a separate complex collision static mesh asset.
Conclusion:
In conclusion, Hong Kong Dust is a high-quality environment asset that features advanced Unreal Engine features such as Nanite, Lumen, virtual textures, parallax bump, and cubemaps textures. The materials in the asset are complex, and all material parameters can be controlled with named parameters. The asset also features time-based shader effects, wetness support, and custom blueprint tools to place and align assets. The streets are generated in Houdini and baked out into Unreal, and the collisions are simplified and baked as a separate complex collision static mesh asset.
This product supports Nanite for Unreal Engine 5.0+.
This product supports Lumen for Unreal Engine 5.0+.
Cubemaps that I used for rooms download links :
https://polyhaven.com/uk/a/brown_photostudio_02
https://polyhaven.com/a/cabin
https://polyhaven.com/a/carpentry_shop_02
https://polyhaven.com/a/christmas_photo_studio_01
https://polyhaven.com/a/decor_shop
https://polyhaven.com/a/en_suite
https://polyhaven.com/a/fireplace
https://polyhaven.com/a/garage
https://polyhaven.com/a/hotel_room
https://polyhaven.com/a/lythwood_lounge
https://polyhaven.com/a/photo_studio_loft_hall
https://polyhaven.com/a/storeroom
https://polyhaven.com/a/wooden_lounge