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[Unreal Engine] Sharur's Underwater Temple

posted by Sauron and Last Post: 23 days ago


[Unreal Engine] Sharur's Underwater Temple  135
Sauron Moderator
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#1
[Image: ae5f0a92-e3d8-4e1e-bd9d-027abf595384.jpg][Image: c8f603de-b6cd-4eb4-adc4-0746bdb88b71.jpg][Image: b95ccc84-76db-4e5c-8f07-9913095c780b.jpg][Image: 6d945a76-f3ef-498d-b85d-b8d87464414b.jpg]

Features:
  • 50 Meshes and 2 Particle Effects
  • Landscape
  • Demonstration level
  • Geometrical Foliage to reduce overdraw and increase performance for VR.
Texture Sizes:
  • 45 4096x4096
  • 19 2048x2048
  • 2 1024x1024
  • 2 512x1024
  • 4 512x512
  • 1 256x16 (LUT)
Collision: Yes, auto generated
Vertex Count: 4 to 10,933
LODs: Yes, 3 levels of 100%, 50%, 25%
Number of Meshes: 50
Number of Materials and Material Instances: 15 Master Materials, 30 Material Instances, and 5 Material Functions
Number of Textures: 73
Supported Development Platforms: Desktop, Console, VR
Supported Target Build Platforms: Desktop, Console, VR
Important/Additional Notes: If you wish to use it for VR, please use normal shaders, instead of tessellated ones.
Blueprints bp_FogSheet and bp_LightBeam are Epic's content and used for demo purposes only.

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vekh Junior Member
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#2
Looks nice... I wonder if I could test myself in merging it with Oceanology or Waterline or any other recent water UE5 simulation...
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