Daniel Abend
  • Home
  • About
    • Resume
  • Contact
  • Resources
Abandoned Watermill for Unreal Engine
  • Overview​
  • Documentation
<
>
 Created for the Unreal Engine Marketplace. I am responsible for all assets within this pack. Scene created in Unreal Engine 4
Tools: Maya, UE4, Ndo2, Ddo, Substance Painter, Simplygon and Photoshop.
 
Description:
A modular asset pack featuring an abandoned 18th century grist watermill sitting on the edge of the Black Forest - includes advanced materials, level design blueprints and high quality foliage
The Abandoned Watermill environment pack includes everything you need to create a fast, modular scene.
Inspired by the Black Forest or Schwarzwald in Germany, where there are hidden bridges, streams, old forests and the occasional derelict old building. This set tries to capture some of the magic of the real place.
All architecture such as walls, floors, supports are all designed to be modular and snap together on the editor grid.
All props included in this pack allow you to quickly fill a scene with broken barrels, tables, stools, millstones, old footballs, lanterns and more all with logically placed pivot points.
Included are level design blueprints to help you create large, optimized fields of crops, an automatic stream maker, sign maker, automatic debris field, tunnel creator with glow worm spawner and an automatic ivy grower.
Included are some advanced materials such as a vertex paintable Peeling Painted Metal material with automatic cracking edge finding. A height based Landscape material with puddle creation and landscape grass procedural setup. A versatile Hard Surface material with vertex paintable moss, water leaking, puddles and lichen. A Glass material with dust accumulation, cracks and smashes. Two different Foliage materials one designed for small grassy assets with distance field interaction and one designed for larger Speed Tree assets.


Number of Unique Meshes: 257
Collision: Yes - automatically generated simple
Vertex Count:
  • Lowest is 4
  • Highest is 50,911
  • Average mesh has <9,000
LODs: Yes - almost all mesh have LODs
Number of Materials and Material Instances:
  • 27 Master Materials
  • 95 Material Instances
Number of Textures: 230 total textures.

Texture Resolutions:
  • 64x64
  • 128x128
  • 256x256
  • 256x512
  • 512x512
  • 512x1024
  • 1024x512
  • 1024x1024
  • 2048x2048
  • 4096x4096
  • Average texture size is <=2048
Supported Development Platforms: Higher end platforms Windows, Xbox One, Playstation 4
Windows: Yes
Mac: Yes - not tested
Choose a subject tab below  to quickly find the documentation for a specific feature. 
Please Note - not every asset or parameter for every asset will be documented here. If there is a setting missing that you believe needs to be included send me a message and I will add it.
  • Blueprints​
  • Materials
  • Static Meshes
  • Foliage
<
>

​Debris Scatter

​Used for quickly placing areas of debris for example leaf and stick debris.
Spawn

Debris Amount - The amount of debris meshes to spawn. This uses hierarchical instances there can be several hundred over a large area with very little overhead.
Spread Distance -  The area over which the debris should be scattered within.
Z Offset - The height at which the debris will be offset (can be both positive or negative values)
Randomness
Initial Seed - The random seed value to based the spawning, scale, rotation and spread. This is useful to replicate a spread pattern among other spawners
Meshes
Debris Meshes - an array of the meshes to be randomly selected to spawn inside the scatter area
Scale Range - uniform scaling enforced so X is the minimum and Y is the maximum scale, the scale is random applied to each instance from this range.
Spread X, Y Extent - these values assign the extents of the spawning volume useful for non-square areas or to get a directional spread.
Rotation Range - X is minimum, Y is maximum, the rotation is random applied to each instance from this range.

Glow Worms

Used for spawning glow worm clusters that automatically stick to ceilings. 
Spawn
Group Amount - The amount of worm cluster meshes to spawn. for every five (5) clusters spawned a point light is spawned as well.
Spread Distance -  The area over which the glow worms should be scattered within.
Initial Seed - The random seed value to based the spawning, scale, rotation and spread. This is useful to replicate a spread pattern among other spawners

Procedural Ivy Roots

Used for spawning ivy or roots which automatically attach to objects and grow over them.
Spline Options
Forward Axis - This is important to note which direction your meshes pivot is facing - it is z by default as the meshes within this pack are generally designed this way.
Static Mesh -  The single mesh if Mesh array is not used.
Mesh Components - An array of different meshes to be used in replace of a single mesh.
Tracing
Trace Distance - 
How far from the previous point will be searched for the next point location location - a shorter trace distance with higher iteration results in more accurate growth but higher construction cost.
Cage Distance -  How far around the segment is considered part of that segment.
Tree Setup
Mode - 
The construction method used for each blueprint. Either growth along surfaces for vines or roots or freestanding for trees.
Iterations -  How many times should the blueprint search, find a point and draw a segment - a shorter trace distance with higher iteration results in more accurate growth but higher construction cost.

Reflection Manager

Used for creating faked reflections for glass, water and other reflective materials.
Default
Reflection Frame Smoothing - Reflections are captured every frame. Adjusting the frame smoothing can allow you to increase the time between scene captures lowering the overhead.
Capture Frequency -  How many times per second the scene capture should be updated. 
Keep Reflection Render Dirty - This will allow things like motion blur and temporal AA to render in the scene capture.

Sign Spawner

Used for rapidly placing variations of signs in a scene.
Post
Sign Post Type - The type of sign post to use, Undamaged - a straight, standing post, Bent - a bent but still standing post and Fallen - a heavily bent post that has been pushed over.
Signs -  A mesh array holding all the different signs you want attached to the post type. Signs attach via a socket on the post so the pivot point needs to be placed on the back and center of the sign.  
Random Sign Seed - The seed used for randomisation, useful for keeping signs set when moving Blueprints around.

Spawn In Area

Used for drawing out an area where you want to spawn rows of instanced meshes - such as fields of crops.
Spawn
Number of Rows - use this to set a limited number of rows - ignored if you use equal space Spawn Modifier.
Distance Between Rows -  The distance between spawned rows. Automatically set if using Total Number Spawn Modifier.  
Spawn Modifier -  Whether to spawn the rows based on Total Number or space them equally culling rows if they do not fit. 
Meshes
Rotation Modifier - whether to use a single constant rotation for all meshes or to randomize the rotation randomly from the range.
Scale Modifier - whether to use a single constant scale for all meshes or to randomize the scale randomly from the range.
Force Uniform Scaling -  Whether to scale the meshes uniformly or allow for non-uniform scaling.
Randomize Meshes  -  Whether to use the mesh at index 0 of the Mesh array or to randomly spawn from the entire array. 
Distance Between Meshes  -  The set distance between spawned meshes in it's row. 

Spawn Instance Along Spline

Used for drawing out a spline where you want to spawn a row of instanced meshes - such as fences
Mesh
Use Randomized Meshes  -  Whether to use the mesh at index 0 of the Mesh array or to randomly spawn from the entire array. 
Set Mesh Index To Use  -  set which mesh in the array to use if not using randomized meshes.
 
Rotation
Rotation Modifier - whether the meshes should be rotated based on spline rotation, a set constant or random .
 Randomness
Use Random Seed - sets whether to use a set seed or arbitrary randomness.
Spawn
Spawn Modifier -  Whether to spawn the rows based on Total Number or space them equally culling rows if they do not fit. 
Distance  -  The set distance between spawned meshes in it's row. 
Total Number - use this to set a limited number of rows - ignored if you use equal space Spawn Modifier.
Scale
Scale Modifier - whether to use a single constant scale for all meshes or to randomize the scale randomly from the range.
End Caps
Start Cap - this is the optional mesh used at the start of the spline - useful for drawing out rock walls with towers at the start.
End Cap - this is the optional mesh used at the endof the spline - useful for drawing out rock walls with towers at the end.


Stream Maker

Used for automatically creating streams that find the lowest point.
Result
Branches  -  Whether there was a branch able point along the path 
Lowest Point Found  -  A boolean to tell you if the lowest point was found within the Search Steps or not.
 
Options
Checks Per 360 Degrees- how many times each point should have test around it in a circle to find the next point.
Search Radius - how far away from the point should be tested to find the next point.
Height Bias - how much to favour lower or higher points.
Search Steps- how many times the path should try to find the next point.
 Mesh
Z Offset - how much mesh should sit above the path.
Tension -  the tangent of each section to smooth the transition between segments. 


Tunnel Spline

Used for drawing out a tunnel along a spline.
Default
Spacing -  The length of the spline meshes - good to keep this as the length in cm of the original mesh. 
Tangent Scale  - The smoothing tolerance of the spline mesh - useful to get smooth bends.
Orient To Spline - whether the static meshes will orient to the spline point..
Spline Meshes - the meshes to be drawn as the tunnel
Static Meshes - the 'caps' of the tunnel - useful to create an exterior mesh as the tunnel entrance.


Hard Surface Master

Used for most hard surface objects such as walls, floors, rocks and props. The following parameters are available in a material instance of this master.
Material Options
Tile Textures-  Whether to allow the base material to tile - useful for generic seamless textures.
Use Colour Variation  -  whether to use colour variation per mesh based on world location - useful for static props.
Use Fine Detail -  Whether to use a detail normal and diffuse to add more detail to meshes you will see very close up. 
Use Ground Level Blend  -  Whether to use Distance Field based intersections to draw dirt on overlapping areas.
Use Leaks -  Whether to use leaking water layer.
Use Lichen -  Whether to use the lichen layer.
Use Pixel Depth  -  Whether to use pixel depth offset to push the pixels back in the sorting to get smoother blends between intersecting meshes.
Use Puddles-  Whether to use the automatic puddle layer based on height. 
Use World Aligned Layer  -  Whether to use the world aligned layer to be used as moss or can be modified to be used for snow.


Unreleased

The Static Meshes are still in progress - check back for full details when released to the Marketplace

Forest Trees

The Forest Trees is still in progress - check back for full details when released to the Marketplace

Landscape Grass

The Forest Trees is still in progress - check back for full details when released to the Marketplace

Home

About

Portfolio

Progress and News

Downloads

Copyright © 2017
  • Home
  • About
    • Resume
  • Contact
  • Resources