
설명
Collaborative project with Xiuocelotzin [JFA]! Check out his CGTrader here: https://www.cgtrader.com/designers/xiuocelotzin
You can also inspect the individual 3D Model Boats in Xiuocelotzin Sketchfab page here: https://sketchfab.com/xiuocelotzin
Note: There were some issues in old renders such as that normal maps were not properly imported as NormalMaps and several clipping elements. All or most fixed now in the new renders [In-engine all is fixed now]. Especially in this page. Fixed too that small but noticeable issue with the individual 3D mesh red shield clipping in the boats. Some renders may still display this but it is fixed in-engine :]. All that is known is that the boats will look much better and as intended now [old issues in renders were darker boat colors with odd-looking normal maps and clipping shields.] Sorry about that. Boats assembled manually with different mesh parts. Interchangeable parts. Thanks for looking!
CHECK MORE UE4 AND UE5 RENDERS AND VIDEO CLIPS HERE: https://www.artstation.com/artwork/RKrA8r
The Viking boats have 4 different variations in tails and heads.
All use the same boat mesh for the middle base/area of the 3D model.
Oar is 1 mesh that is repeated and there is a set of 6 uniquely textured shields which are mirrored on each side.
There are two cloth variations for the sail area.
The boats you see in the pictures assembled are composed of separate parts/meshes. Interchangeable.
Heads, tails, shields, etc. The boats are not 1 mesh so you can change again tails, shields to your liking, etc.
In the material instances you are able to change color of things so you can customize even further the boats or maybe make them blue or red, etc. for your team-based games :].
For more info about individual mesh we have a demo map in the screenshots featuring all individual parts. The demo map is included of-course in-engine.
The basic wind effect can be controlled via material instances too.
You can see in my ArtStation page some clips showing changes, featuring the 3D models closer in-engine and so on for more information. Thanks for looking!
Textures are 4K [4096x4096]. These if you need can be size/resolution reduced in-engine.
Collision is slightly tweaked so the player can enter the boat. Basic collision.
There are two demo maps.
1. One with all assembled boats and
2. Another with individual asset showcase.
UE4 uses light baked scenes, UE5 dynamic.
Material Instance Parameters for boats:
Color Change, Color Change Power, Desaturation Power, AO Power, Metallic Power, Normal Map Power, Roughness Power and Texture Inputs.
For the wind effect for the cloth part: Wind Intensity, Wind Speed, Wind Weight and Wind WPO.
Organized. Naming Conventions used:
SM_ / M_ / T_ / MI_ / L_
Important read before purchase:
Most 3D meshes for now have smooth shading. [Boats get the HD quality via the normal map] Consider if you wanted to maybe re-use your own textures.
Pack is mostly to use as is with current materials and texture sets baked from high to low poly workflow.
Optimization wise not brutal [Textures and Materials]:
Assembled Boats are not 1x mesh and 1x texture set. Read below.
Boat 1 for example uses 1 mesh for the head but Boat 4 wolf uses about 6 individual parts for the head, each with its own texture set using 4K UE PBR Packed textures [_BC, _N, _ORM]. Most heads and tails just use 1 mesh. But notice and consider this if you needed best performance scenario meshes and textures. You may still reduce texture size in-engine if you need to do so. Our focus was mostly making something really cool with 4K textures.
Polycount is low to mid, nothing I saw really exceeds things beyond 5.5k or even 6k for either tris or verts. Low to mid poly meshes mostly.
While yes, there may be some small imperfections here and there... if V2 comes, it may have things like shading revisions and such but no promises. As of today we think the pack looks amazing as it is and it is why it is live today here. No promises for V2 but we'll see.
All in all a fun collaboration. We hope you like this one.
Something important. All proceedings from the sale of this pack will go towards Xiuocelotzin. I decided to do this since this pack exists because of him. So thank you Xiu for collaborating with me JFA / Xiuocelotzin. Family collaboration.
There is no animation or rigging for this one.
The wind from the cloth in the top area comes from the material instance included which has the wind node.
More information in the UE Tab for package contents.
If you want too you can buy Xiuocelotzin individual 3D Model boats in his CGTrader page. Link: https://www.cgtrader.com/designers/xiuocelotzin
Properly organized and packed for easy usage plus naming conventions remain too.
A discussion tab will also be opened in-case you have any questions, or anything like that. Thanks and have a nice day! :]
More about the development of this pack and collaboration project: This is a collaborative family project with Xiuocelotzin.
We made a Viking Boats Pack. Xiuocelotzin had the idea and did the initial 3D modeling for all complex shapes.
My work/contribution JFG was mostly model clean-up [vertex welding, some revisions here and there, UV unwrap revisions]. Low to high poly baking and texturing with Xiu feedback and game input plus all Unreal Engine contents like material instance set-up, scene set-up, etc.
As for history accuracy. I do not believe we did this pack thinking about that 100% accurate. More like inspired by Viking boat/ship designs.
This is a package we were developing around 2021-2022. Worked on and off and finally it will be released today in 2025. This is the V1 as close as we left it up. No promises more may come but eventually one could see a V2. Time will tell for sure.
For initial release. Eventually renders and info may change slightly to show pack better and inform better. This pack fully supports Unreal Engine 4 too. Demo scenes in UE4 use light baking and look pretty similar to the shots.
PATCH NOTES:
Small Revision 2025 - 2 - 11/13/2025
Fixed the clipping of the red shield in the middle of the boat. Some renders may still have this issue. But in-engine it is fixed. Just rotated the shield a little bit :]
Revised assembled boats demo map and rotated and moved shields so they look better.
Removed mannequin from UE4 scenes. Not needed really. Used for scale. Some UE4 renders may still have it if you want to look but the boats are scaled in a way that a player can enter them. Plus collisions are ready so you can step inside them.
Important if in the demo scenes in UE5.6 and UE5.7 the water-like translucent material flickers or flashes [Due to Translucency from the material]. In your directional light disable the checkbox "Affect Translucent Lighting". The water material is extremely simple and just like really for quick showcase only [extra/optional] so you could use it if you really want to or like it but I don't really suggest using it. There are better water materials out there. Made quickly for the showcase demo scenes to represent a water-like surface. But if this bug happens if you do use it. Just remember to disable translucent lighting. This bug/glitch may happen with different illumination set-ups, but the checkbox fixes it pretty much.
Small Revision 2025 – 1 - 9/27/2025
Fixed Dragon 3 Var 1 head with invisible normal polygons on the back
Increased lightmap for meshes from 64 to 128 for better results for light baking. It still looks good at 64.
Fixed a normal map texture that is used in all the renders oof which may appear darker and less detailed in old renders for main/middle boat area mesh. Unfortunately, I had the texture set as Default instead of Normal. Just be aware that the boat looks slightly better and matches more heads and tails. It was not grabbing the normal map properly. Fixed. Also, a dragon 3 neck normal map also was set to default, set to normal now.
Re-baked all UE4 maps with new settings. Some small tweaks.
Removed mannequin for scale from UE5 demo maps.
Overall just small things and tweaks here and there.























