This is an overview of the assets included in the Sandbag Walls asset for Unreal Engine 4.
All meshes include LODs and collision. LOD zero is between eight and thirteen thousand triangles for most meshes.
The textures are in .tga format and 4096x4096 in resolution with additional detail textures of 512x512 resolution. Ambient occlusion and dirt masks are placed in the normal map blue and alpha channels and the roughness textures are placed in the albedo alpha channel to reduce texture fetches in the shader. There is an additional shader and texture for some of the damaged sandbags that has alpha in it to create some of the lose threads that break up the silhouette.
The base textures can be scaled down easily without major loss of quality due to the detail textures used in the shader.
All textures have been balanced to work well with PBR and realistic lighting conditions.
The UVs of each mesh are uniquely laid out with no overlapping in UV set 1. The lightmap UVs in UV set 2 are generated through UE4.
The sandbags are using a master shader that control material instances for each sandbag wall, allowing you to tweak only the master shader to have the changes apply to all sandbags at once.
The master shader has a connection to a material parameter collection called MPC_Wetness that can be exposed to blueprints and sequencers and changed in real-time to make the sandbag shader turn wet over time.
Available now on the Unreal Engine Marketplace:
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