Unreal Slaughterhouse UE7384

Slaughterhouse

4.23 update submitted Sep 18th

Video preview (demo-level matinee sequence)

blueprints overview

See my other assets HERE

Slaughterhouse environment includes, pig carcasses both static (2) and rigged (2) with physics assets ready to take the hit. Also included: modular building blocks with both interior and exterior, props wrapped in Blueprints as pipe and wire-splines with a bunch of variation possibilities. Scraps include wood planks, and pallets. Also suitable table, bench, sink, radiators, and gutters

Outside world is build from frozen birch tree(s) and from a small twig-type foliage with spline road, spline fence, spline icicles and landscape and an ice material. Last but no means least a haze and snowfall particle systems are included to finish the job.

technical details

12 Blueprints, 66 materials & instances, 71 meshes, 4 particles, 2 skeletal meshes, 105 textures (2 placeholders).

Included Blueprints are tools to replicate meshes and to add some adjustments for example:

with carcasses-BP you can choose amount of carcasses, set random rotation seed and choose between static and skeletal meshes to be used (Enable “sub-stepping” in project settings and lower “Max substep DeltaTime” to remove skeletal mesh jittering). With pipes-BP can use spline to drag out the pipes, choose the mesh from 5 meshes, add start and end c-pipe, rotate c-pipes and choose from 3 materials. Bird BP-includes target point search for the bird mesh. Particles include 2 versions of haze (modified material for interior and exterior lighting) water drip, and snowfall. Texture sizes from 1024 to 4096, mainly diffuse, normal map and mask textures.

Collision: Yes, automatically generated

Average tris count: 3000 tris count from lowest (foliage twigs) 50 to highest (birch LOD0) 17700

Meshes have 1-4 Lods

Number of Meshes: 71

Number of Materials and Material Instances: 66

Number of Textures: 105 (2 placeholders)

Supported Development Platforms:built and tested in windows

Supported Platforms: desktop

Notes: Enable “sub-stepping” in project settings and lower “Max substep DeltaTime” to remove skeletal mesh jittering