Asian Armour

The Asian Armour pack comes with a varity of costumes to create a variety of asian battle characters.

Based on chinese, mongolian and samurai fighters.

Product Overview

Character Editor integration will happen soon.

This Product is based on the UE5 Mannequin. It does work with metahuman tal nrw proportions as well.

Samurai Vol1 :

  • 5x Chest: 3x base Chest armor + variations 2x NPC Chest in total 21 SK Meshes
  • 4x Pants with variations (combined and seperate)
  • 8 x Shoes with variations
  • 8x Bracers with mesh variations
  • 7xHats with mesh variations in total 21
  • Sample tints are included

Multiple SK Item groups: hats, hairs, heads, chests are modular and ready to assemble your own Asian Armour fighter.

 

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.

Main- and off-hand slots are also prepared in the Blueprints to receive your data. Based on “UE5 Mannequin Rig” template. See overview Map with Set Masterpose Component.

Documentation

Technical Details

Character: 1 MasterBlueprint and example NPC Blueprint

Character Parts

73 SK meshes

~ 200 PBR Textures: Albedo, normal, ORM (ambient Occlusion, Roughness, and Metallic) and tint masks

~200 Materials: Including 4 Master Materials for items and hairs

Maps: 1 Overview

Other: UE5 Mannequin with Metahuman tal nrw support

Scaled to Epic Skeleton: YES

Rigged: YES

Rigged to Epic Skeleton: YES

Animated: No Animation included

Vertex counts of characters: 50k-140k for full Char

Morph targets –programming BP part prepared :

Glovers and Chests are shipped with basic morph positions The system is easily expandable to bring in your own creations if you’d like to change items dynamically – for your hero character

Recommendations:

Export Hair or Chest pieces to your preferred 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


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