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Medios 1 para el artículo Stylized Cyberpunk - Canal Docks
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Descripción

OVERVIEW

A stylized cyberpunk canal district for Unreal Engine 5.8 and Blender 5.1: 7 complete dock buildings and a modular quay kit built to fit them. Snap the quay on the grid, drop the buildings on the edge, then walk it with the included Third Person character.

Flat colour by design: every material slot is a palette role with one material instance. No textures on the kit, no PBR. A clean cyberpunk waterfront look you can recolour from a handful of instances.

WHAT'S INSIDE

  • 28 placeable static meshes: 7 buildings, 17 waterfront modules, 4 props.

  • Buildings: pier tower with air-taxi dock, canal lock, dock warehouse with loading bay, container terminal with gantry crane and container stacks, boat workshop with sawtooth roof, pumping station, stilt housing over the water. Bounds from 27 to 65 m tall.

  • Waterfront: quay walls 16 m and 2 m, inner and outer corners, 16 m quay stairs down to the towpath, canal ladder, 4 m rail, mooring bollard, canal bed and water tiles 16 × 24 m, pedestrian and road bridges 24 m.

  • Two trims: walls, corners and stairs come as A (canal) and R (river, towpath and water 1.6 m lower).

  • Props: lamp bollard, electrical box, barrier bollard, bench.

  • Maps: L_CDK_Showcase (start map: a canal district built only from the kit, lit with engine-standard sky, fog, light and post process) and L_CDK_Overview (every asset labelled, grouped by family).

  • Demo character: Unreal Engine Third Person template character, game mode and input. Press Play and walk the quay, stairs and bridges.

FEATURES

  • Modular quay: 16 m and 2 m wall modules, bridges span 24 m face to face. Pivots sit on the quay top edge at Z 0.

  • Fixed levels: quay top 0, towpath −3.8 m, water −5.0 m, canal bed −8.0 m (trim A). Trim R: towpath −5.4 m, water −6.6 m.

  • Collision on the kit: 2,062 convex UCX hulls on 27 of 28 meshes (the water tile has none). Quay, stairs, towpath and both bridges are walk-tested with the demo character in Play In Editor.

  • Flat colour palette: 8 palette roles on the kit, one MI_CDK_* instance each. Change one instance and every asset that uses it follows. 7 extra palette instances for your own scenes.

  • Nanite on the 7 buildings, fallback mesh at 100 % of triangles. Waterfront modules and props: 12–2,982 triangles, no LODs.

  • Blender 5.1 asset library: catalogs Buildings / Waterfront / Props, drag and drop with collision hulls.

TECHNICAL DETAILS

  • Number of unique meshes: 28 (all placeable)

  • Collision: yes, custom: 2,062 convex UCX hulls on 27 meshes; the water tile has none. Collision ships in the UE content, FBX and .blend; GLB and USD are render meshes only.

  • Triangle count: 12–2,982 per waterfront module or prop; 13,125–54,577 per building; 296,651 for all 28 meshes.

  • LODs: none. Nanite: enabled on the 7 buildings (fallback 100 %).

  • Materials (UE): 5 master materials, 16 material instances. Blender: 8 materials.

  • Textures: none on the kit. The Epic demo character keeps its own textures.

  • Scale: real world. 1 uu = 1 cm (UE), 1 unit = 1 m (Blender).

  • Sockets: none.

  • Blueprints: demo character, game mode and player controller only. No interactive kit Blueprints.

  • Maps: 2 (L_CDK_Showcase, L_CDK_Overview), both playable with the demo character.

  • Plugins: engine plugins only, no third-party plugins.

  • Third-party content: Unreal Engine Third Person template content in Content/CanalDocksKit/Demo only; not in the FBX, GLB, USD or .blend files. Credits at the end of the description.

  • Important: stylized flat-colour art. No PBR textures.

COMPATIBILITY

  • Unreal Engine 5.8, one content folder: Content/CanalDocksKit.

  • Blender 5.1 .blend with Asset Library catalogs.

  • FBX (one file per asset, with UCX collision), GLB and USD (one file per asset) for other tools and engine versions.

KNOWN LIMITATIONS

  • Canal_Rail_4 collision matches the visible 1.06 m; raise it in your project if your character can jump higher.

  • Canal_Ladder is visual + collision; climbing and swimming are project logic.

  • Roofs and overhangs above 3.6 m use simplified collision, not reachable from the ground. Sloped and sawtooth roofs (Warehouse27, Workshop04) differ most.

  • In a few spots on Lock05 and PumpStation15 the collision sits up to 0.6 m in front of the visible wall or stair landing; a few small ledges on Lock05 and StiltHouse29 have none. Details in the PDF.

  • Unreal may log "nearly zero tangents" for 12 meshes on import. No visible effect with the included flat materials.

DOCUMENTATION

  • PDF guide in every download: asset catalog with sizes, triangles and collision; quick start for UE and Blender; grid, pivots, levels and trims; materials and palette.

CREDITS

Includes Unreal Engine template content (UE5 Mannequin, Third Person template character, animations and input) © Epic Games, Inc., used under the Unreal Engine EULA (https://www.unrealengine.com/eula/unreal); for use in Unreal Engine projects only. The content sits in Content/CanalDocksKit/Demo; character, game mode, player controller and input assets are renamed and modified. Unreal and Unreal Engine are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere. All other content is original work of the publisher.

Formatos incluidos