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Pirates

PREMIUM Asset 4.27 4.26 Pirates 2022-10-22

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This Pirates NPC pack comes with a load of assets to create a variety of pirate characters.


Multiple SK Item groups: hats, hairs, heads, chests are ready to be assembled for your own unique pirate.


Different predefined types: deckhand, swashbuckler, and first mate are ready for the sea.


This pack gives you a basic starting point to fill your world with Characters from different categories.

Each equipment uses a master material and a mask texture, which will 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.


Note:

  • 2 sample sword weapons included, no flintlock.
  • No Facial Animation included.


Technical Details:

Character: 1 Blueprint and 15 example NPC Blueprints

Character Parts

  • 30 SK meshes
  • 60 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks
  • 40 Materials: Including 10 Master Materials for facial parts and hairs, 2x tint material RGBA and RGBMYKA

Maps: 1 Overview

Other: UE4 Mannequin with slightly modified UE4 skeleton (added sockets) - Female skeleton is based on UE4 rig with adjusted proportions.

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:

  • The system is easily expandable to bring in your own creations if you'd like to change items dynamically - for your hero character. Like gloves on chest pieces or long boots with pants.


Recommendations:

  • Export Hair or Chest pieces to your preferred DCC packages and adjust them to fit the desired piece. It can be performance heavy to have double vertex data with morph targets- in case you don't need them to adjust dynamically.


Check out Unreal documentation:

https://docs.unrealengine.com/en-US/Engine/Animation/Working-with-Modular-Characters/index.html

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