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Media 1 for listing Sunset - Modular Medieval Brick Buildings

Description

Anniversary Trailer 5.0: https://www.youtube.com/watch?v=dm-7pdOCrFA

(Old) Showcase: https://youtu.be/MzsTtX5dyo0

(Old) Features: https://youtu.be/3IB6woGoLtw

UPDATE 5.0: New assets (clutter, landscape, foliage, ocean), partially reworked materials, and updated environment!

Note: These changes (seen in screenshots 1-5 and the anniversary trailer) are NOT available for previous versions.

Sunset´s architectural medieval assets were modeled with special attention to work with Parallax Occlusion Mapping (POM) in combination with Pixel Depth Offset (PDO). All materials are highly customizable: create your own medieval banner, adjust wear effects through parameters as well as vertex-painting, tweak colors on the fly, or change the soft windy breeze into a stormy nightmare. All architectural materials use atlas-free texture sets, that can easily be replaced with your own textures or surfaces from Quixel Bridge.

Decorate your levels with a variety of medieval clutter and furniture, populate your mountain vista with low poly flora and explore a large-scale demo environment, fully cluttered with attention to detail.

Troubleshooting:

Q: I have low fps, what can I do?

A: The demo environment can be quite demanding due to its scale. To further improve performance you can:

  • [UE5] Turn off raytracing and/or lumen (the demo environment uses lumen for GI and Reflections, provided you have it enabled).
  • [UE5] Disable volumetric clouds
  • Get rid of the distant trees in the foliage tool (those that are labeled with "LOD"). Small rocks or ivy should be placed with caution, too.
  • Use more static shadows. A lot of the foliage casts dynamic shadows for better aesthetics. You can disable "cast dynamic shadows" inside the foliage tool.
  • Merge meshes. The demo environment is built entirely of modular meshes for demonstration, but in finished games, meshes are often combined to reduce draw calls. Do this if your performance problems are mainly caused by the CPU.
  • Reduce steps for the parallax materials (or for mobile: disable parallax and pixel depth offset entirely).
  • Disable volumetric fog (inside exponential height fog details).
  • Enable early z-pass in your project settings.
  • Use culling volumes, or individually cull small objects at a closer distance.
  • For forward-rendered projects: Get rid of anything translucent or applied to screen space (post-processing).

Q: My walls/ parallax-materials look off with dynamic lighting and/ or Raytracing. Why?

A: This is a known limitation of POM/PDO in Unreal called self-shadowing and also the main reason the demo environment uses mostly static lighting. Disable Raytracing for light sources near parallax surfaces (if you want to keep them dynamic), use static directional lighting, or disable PDO inside all materials. Reducing the pixel depth might also help.

Q: My foliage looks weird/ flickers/ has black splotches all over it. Why?

A: Most of the foliage materials in this pack use world position offset for animation. This is also true for the banner meshes and is known to cause issues in UE5. There are workarounds online that might help with this issue. The screenshots and trailer were shot with Lumen and Raytraced GI turned on so it is possible to fix this somehow.

Q: Why don't you use Nanite? Why are your meshes so low poly?

A: This pack was created in 2018 with a low poly approach in mind. In fact, the polycount of most "old" meshes in this pack suits them more for projects with a tight performance budget. What is most taxing in the demo environment is the map size/ number of actors (especially the vista), the lighting/ effects (e. g. fires, volumetric clouds and GI), and some materials with high instruction counts (e. g. ocean).

Do you need support or have further questions?

Contact me: [email protected]

***Monthly Unreal Engine Sponsored Content product for May 2022***



Included formats

  • logo of Unreal Engine format