Description
Real-time game ready Medieval Fantasy Male Outfit. Male medieval clothing for rpg game NPC characters. Not rigged and skinned.This medieval cloth set Low-poly 3D Model perfectly works with for Unreal engine 5 and Unreal engine 4.Real world scale - 185 cmAll meshes are good with each other that gives an availability to get 4 different characters.
Real world scale - 185 cm
All meshes are good with each other that gives an availability to get 4 different characters.
_____________________Used software __________________
Production pipeline for AAA PC/Console games:
- High poly - Zbrush
- Low poly, UV - Maya
- Baking in Marmoset toolbag
- Texturing in Substance painter
Renderes:
- HP - Keyshot
- Texture - Marmoset
_____________________Topology - Low poly__________________
Shirt - 9,014 trisTank shirt - 3,059 trisPants1 - 14,196 trisPants 2 - 11,998 tris
Files:.ma.fbx
Professional topology for Games:
- reasonable polycount according to AAA standarts
- topology is uniform and have a good flow
- separate pieces laying on top of each other have a similar topology
- reduced polycount in less visible areas
- logicly merged meshes
- normals are unlocked
- triangulated mesh in necessary areas to prevent non planar faces
______________________UV______________________
Professional UV Layout
- uv's are well packed
- texel density remaining the same (except hidden parts)
- merged uv shells as much as possible
- uv seams placed in hidden areas
- reduced shell size in low visibility areas
- checked UV direction with pattern layout
- no distortion
- for hard edges there is a cut on the uv, but not the over way
- UV is straight where it possible
________________________Textures______________________
Texture setx4 textures.... 4096*4096
Each texture set has such maps:
- .n ( normal )
- .rma ( AO, roughness, metallic )
- .d ( basecolor )
Professional texture:
- level of detail is constant through all textures, there are no too sharp or too blurry areas
- pbr checker doesn’t have big red areas on both 30 and 50 srgb
- materials are well defined on all the channels and have a good separation no visible texture seams
- project is adjusted with unreal log file