Description
MODEL SPECIFICATION
· Production units: [cm]
· Production geo. coord. system: Left-handed (DirectX), yUp
· LODs: 4
MATERIAL & TEXTURE SPECIFICATION
· Textures: PBR: metal / roughness; up to 8k/atlases; optimized
· Channels: albedo, emission, metal, roughness, normal, opacity, alpha, geometry-AO, material-AO, dirt
· Texel density: ~200 tx/m
· Merged grayscale textures into RGBA TGA.
· Normals: Tangent space, left handed (DirectX)
· File format: TGA, 8bit, RGB, RGBA
· Interpreted color space: sRGB: albedo/emission. Linear: metal, roughness, normal, opacity, alpha, geometry-AO, material-AO
· vrbn studios based naming convention
QUALITY
· All our 3D content is manually tested. If you find anything out of order or you have questions, please contact us*.
UNREAL ENGINE FEATURES
· Supported Unreal versions: 4.27.2+
· Supported rendering paths: Deferred and Forward
· Ray tracing is currently not supported. Contact us for details. *
· Unreal 5.x is currently not supported. We’re working on it.
· Each building consists of 4 optimized LOD meshes, incl. setup.
· The buildings ship with a collision mesh.
· Materials are instanced for better performance.
· Draw call optimized by using texture atlases.
· Building Blueprint location: Content/vrbn_studios/<production_name>/<country>/Buildings/Blueprints
· Dirt intensity: There is a dirt slider inside the building’s blueprint that allows you to alter the dirt intensity in real-time. Each building instance will have its own dirt slider, meaning you can adjust each building with different dirt values.
· Emission intensity: Inside the building’s blueprint there is an emission intensity value that allows you to alter the emission intensity in real-time. Each building instance will have its own emission intensity value, meaning you can adjust each building with different emission values.
· Interior mapping: There is an interior mapping toggle inside the building’s blueprint with which you can enable/disable the parallax occlusion effect in real-time. Each building instance will have its own interior mapping toggle, meaning you can have this feature in some buildings but not in others.
*) CONTACT
· General inquiries: studios@vrbn.io (24 hours reaction time, Mo-Fr)
· Technical support: support@vrbn.io (24 hours reaction time, Mo-Fr)
Technical Details
Number of Unique Meshes: 70
Collision: Yes, custom some automatically generated
Vertex Count: 4 – 124’542
LODs: Yes
Number of Materials and Material Instances: 430
Number of Textures: 975
Texture Resolutions: from 128×128 to 4096×4096
Supported Development Platforms:
Windows: Yes
Mac: No
Important/Additional Notes: find out more on our website: https://vrbn.io/
Supported Engine Versions
4.27, 5.0 – 5.3