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Multimedia 1 dla listy Pumpkin Sword - Stylized Halloween Weapon

Opis

🎃 Pumpkin Sword — Stylized Halloween Weapon

A hero sword for your Halloween event, boss fight or seasonal skin. A jack-o'-lantern guard with bat wings, a flame-shaped blade with a molten core and a face carved into it, amethyst gems and a wrapped leather grip — game-ready, with an animated glow material and a showcase scene you can open and render straight away.

✨ Highlights
  • Animated glow, no extra setup — the emissive pulses, the pumpkin eyes flicker, and two layers of energy drift inside the blade at different depths, so the core looks deep when the camera moves.

  • One material instance to tweak — Tint, Roughness Scale, Emissive Intensity, Energy Amount and Animation Speed.

  • Ready-made showcase map — backdrop, mist, sparks, key / fill / rim lights and a portrait camera (1080 × 1920).

  • Drop-in Blueprint — BP_PumpkinSword with the mesh and a small glow light. Pivot at the centre of the grip.

  • Source files included — FBX, 4K PNG textures and a Blender scene.

📐 Technical details
  • Triangles: 15,930 (LOD0) · 7,964 · 3,982 · 1,912 — 4 LODs

  • Size: 114.7 cm long, 26.5 cm wide (scaled to the UE mannequin)

  • Textures: 4096 × 4096 — Base Color, Normal (DirectX), ORM (AO / Roughness / Metallic), Emissive · 2048 × 2048 energy mask

  • Materials: 1 master material + 1 material instance (PBR metallic / roughness)

  • UVs: channel 0 unique, non-overlapping · channel 1 hand-packed lightmap UVs (resolution 128)

  • Collision: simple (26-DOP) + per-poly complex

  • Nanite: off (regular LODs) · Rigged / animated: no (static mesh)

  • Engine: Unreal Engine 5.6 · Tested on: Windows

📦 What's inside
  • Unreal Engine 5.6 project — SM_PumpkinSword, M_PumpkinSword, MI_PumpkinSword, BP_PumpkinSword, textures, L_PumpkinSword_Showcase and L_PumpkinSword_Demo maps

  • FBX — SM_PumpkinSword.fbx (centimetres, two UV channels)

  • Textures — PNG, ready for any engine or renderer

  • Blender — PumpkinSword.blend with the material already wired to the textures

🛠 Good to know
  • The showcase map uses a flat (non-filmic) look: the project sets ShowFlag.Tonemapper=0 in DefaultEngine.ini. Remove that line if you prefer Unreal's default tonemapper — the sword works with either.

  • Mist and sparks in the showcase map are meshes with animated materials, not Niagara systems.

  • The Blueprint contains components only (no gameplay logic), so it drops into any weapon system.

  • The glow uses a Custom (HLSL) node in the master material.

🎃 Part of the Halloween Weapons series

Skull Sword, Moon Sword and Thorn Sword are on the way, built to the same scale and standard.

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