
Sicka Persepolis – Unreal Engine
A mix of fantasy and ancient Achaemenid Empire architecture .in particularly the PERSEPOLIS, the capital of one of the largest empires the World Has Ever seen. dating back to 2500 BC, known as the richest city under the sun.
The goal was to get the mythical design of an existing ancient civilization and mix it with some fantasy design. assets are designed and sculpted from reference pictures from the remnant of the ancient city that still stands, including murals and statues, Columns, Column heads, etc
I also wanted to make this optimized with baked lighting to work well with last and current-gen hardware, that’s why I didn’t use nanite for better assets and lumen for lighting and went with full-baked lighting.
to get the correct atmosphere and quality, I used a Fog volume material with control over the mask, Color, opacity, etc in material instance to be customized in the material without needing to bake or making fog dependent on bake to affect the environment.
The last point was to have some pre-assembled big sections to be able to make a point of interest or level sections as fast as possible in any custom map/level or terrain. (grouped assembled to just Copy/Paste from custom map to another or add it as a sub-level)
Overall, just copying the setup assets (lights, fog, Postprocess volume) in the demo map and adding the big sections from Sections Map provided should get a similar result in any project (2 copy/paste and you should get a similar result or better if you tinker with it if you want the custom artistic look, just make sure to bake once for the fog to take effect)
All presentations are from UE4 and in-editor to make sure it is raw without any editing and exactly as you get.
Technical details:
the playable demo is at the heaviest version of the demo map setting (all 4k textures with no compression, no texture streaming or VT, no asset streaming or HLOD, NO-LOD for assets except foliage, etc) so you can check the performance in the worst case scenario.
playable-demo is dev-build packaged so you have access to console commands if you want to check different stuff with Console commands.
there is also some more stuff I packed in there like customization for water material , baked AO for all assets as well as WP AO based on ambient calculated by lightmass mask on any level and full control over roughness, normal,tint, etc which can be controlled per material instance of assets (open any material you can check the customization for each)
Features:
Optimized Baked Lighting
Hand sculpted high detail Assets
Local Fog Volume with customization
Virtual texture streaming ready textures(POTS)
Big POI assembled sections ready to be used
Historically Accurate designs for assets
Water material with customization
4K textures
No-LOD
etc
Number of Unique Meshes: 81
Collision: Yes, custom+ automatically generated
Vertex Count: from 12 to 57k
LODs: Foliage Only
Number of Materials and Material Instances:
7 material
32 Material Instance
1 Material Function
Number of Textures: 92
Texture Resolutions:
foliage 2048×2048
Props 4096×4096
misc 256×256
Supported Development Platforms:
Windows: Yes
Supported Unreal Engine Versions: 4.27 and 5.0 – 5.6
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