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Media 1 for listing XenoCell

Description

XenoCell is an alien life form that looks like a nerve cell. Asset comes with an advanced material, physical build, BP, 2 SKM, animations and other features. This asset is first character of XENO series and also part of Microbiology series and Soft body series.


As part of Soft Body series of assets, this asset is also physically dynamic and can be simulated or used as a character or NPC. XenoCell can mount other characters and control them (parasitizing). Soft body assets also have real time dynamics to mimic liquid, jelly-like overall look.


Asset Features:

  • Fully physical 2 skeletal meshes with Shared skeleton and 2 physical asset presets. These Skeletal meshes can be used separately or can be combined together.

  • 48 Animations.

  • 2 BPs: 1 for Character and 1 for prey/mount. Player can Parasitize/control prey.

  • Advanced materials with rich settings. one for XenoCell and one for Shell.

  • Relax/stiffness HUD for better feedback and understanding.

  • Simple game menu (Can be seen in the demo).

  • Experimental/bonus feature: Additional surface creases for shell. (This feature is an experimental/bonus feature. Will cost some performance - see videos below).

  • XenoCell comes with LODs. LOD 0: 126270 vertices; LOD 5: 17024 vertices

  • Stuck fixer will fix and save body from stucked narrow area. (its a new feature and will be added to blobs and other physically dynamic assets too on their upcoming future updates.)


Xeno Series material is a lightweight material with optimized Lightmap resolutions. This material gives you many settings like MPC, Noise movements on branches, scaling, rotating, bulge waves, thickness, pulse, opacity, emission, hue and more. All features use 4 type-mixable masks by growth, by length, by branch, and by segment. As a result of using and combining all of these features Xeno assets can be modified significantly and still remain a lightweight shader.


Asset Preview

Xeno material details

Playable demo



Important to know: 

- All previews are rendered in Unreal Engine 5.3 and screenshots were taken in 4.26

- Physics are different in UE5 because of a physics engine change. PhysX and Chaos Physics Systems  physics also changed in 5.1 and every newer version will be receiving their own bug fixes or changes.

- Translucent materials (water-glass) needs ray tracing for better results with refractions. About refraction. (Standard slime material is NOT, uses transparency.)

Included formats

  • logo of Unreal Engine format