Medieval Armour is compatible with Medieval NPC and Character Editor.
Basic Integration example
Medieval Armour Port on Metahuman will happen in Beta - after skeleton and workflows have been established. Only tall - normalweight wil be supported - Or Epic makes the system flexibel enough to retarget SK meshes between bonestructures.
Quixel Medieval Environment walkthrough.
Environment is not included you can download it directly from here: Epic/Quixel.
Multiple SK Itemgroups: hats, hairs, heads, chests are ready to be assembled your own unique medieval warrior.
Diiferent factiontyps: soldier, mercenary, northman, crusader or even a Knight. The pack gives you a basic start point to fill your medieval world with Characters from different armour categories
Each equipment uses a master material and a mask texture, which allow you to tweak its visual appearance in detail. Each body part can be tweaked manually.
For compatibility to other asset packs (like carrying baggage or reading a journal), the delivered skeletal meshes are skinned to the UE4 skeleton and main- and off-hand pivots are aligned to its hand grip. Main- and off-hand slots are also prepared in the Blueprints to receive your data.
No Facial Animation included.
Technical Details
Character: 1 Blueprint and 15 example NPC BlueprintsCharacter Parts
84 SK meshes
~ 200 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks
~100 Materials: Including 4 Master Materials for items and hairs
Maps: 1 Overview
Other: UE4 Mannequin with slightly modified UE4 skeleton (added sockets)
Scaled to Epic Skeleton: YES
Rigged: YES
Rigged to Epic Skeleton: YES
Animated: No Animation included
Number of Characters: 40 parts
Vertex counts of characters: 16-24k all inkl
Morph targets –programming BP part prepared :
All glovers and Chests are shipped with basic morph positions The system is easily expandable to bring in your own creations if youd like to change items dynamically - for your hero character
Recommendations:
Export Hair or Chest pieces to your prefered DCC packages and adjust them to fit the desired Helmet piece. It can be performance heavy to have double vertexdata with a morphtargets for helmets - if you don't need them to adjust dynamically.
Check out Unreal documentation:
https://docs.unrealengine.com/en-US/Engine/Content/FBX/SkeletalMeshes/index.html
https://docs.unrealengine.com/en-US/Engine/Animation/Working-with-Modular-Characters/index.html