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Cherry Plum, Prunus cerasifera - Seasons, Tree Pack

Cherry Plum, Prunus cerasifera - Seasons, Tree Pack

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Environments
Engine version
5.1
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Asset Pack
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Description

in this pack Im presenting this tree species with lots of technical features to choose from.

Living in eastern europe , it is a common sight during spring to see lots of white blooming trees around.

I was inspired by a hill near my house , full of plum trees.

 

Attention: To see the example map as it is:

Enable Extend default luminance in Project Settings - Rendering

Enable Volumetrics - build-in plugin , to see the clouds

 

To fully represent the Plum Tree , I wanted to pack in a very dynamic feature - seasons!

With the pack you will get a kit of tree with differentn sizes , but also system to change and swap them for seasons.

One part of the season system is the shader - leafs will change in autumn and summer, they will fall off in winter.

In its base, its controlled with a material collection. But there is more - blueprint controller, blueprint interfaces, and blueprint components.

 

With the base tree models you will also get a spring models for each tree - with flowers blooming.

Along with the Seasons system, I also wanted to utilize everything Unreal 5 has to offer, but I also wanted to allow flexibility and choice !

All of the trees in the kit are created with Nanite in mind.

 

There are super high poly versions , high poly versions and low poly versions of each, plus their flower blooming version correspondingly.

Super high nanite trees have all opaque materials - all leafs are modeled.

High poly versions are also using nanite , but each leaf is individual with alpha mask.

Low poly version are standard card based trees - with big branch cards , custom LODs and custom impostors.

 

With that in mind there are also custom blueprints I made for each type.

One for handplacement , and one for foliage tool . This is to facilitate the swapping of the tree model and material in spring - with the blooming version.

These blueprints are child blueprints of static mesh blueprint and foliage blueprint - working entirely the same as standard , and instancing as expected!

So don't be afraid to use these blueprints instead of the static meshes directly !

 

There is a Blueprint controller for seasons , place it in a level with the blueprint trees and swap the seasons.

Of course you can drive that system directly by yourself by using the static meshes.

 

This is the first tree pack I make to directly target Unreal5 instead of 4 , and with that I reworked all the shaders and pipelines.

The new master vegetation shader has a new advanced wind system, its used both for bark and for leafs.

It has a large variety of options.

 

Bark materials , allow for mixing of two bark textures, moss and lichen with vertex paint.

Leaf materials are used in both high and low trees , clutter etc.

There is extensive Layered wind control , 2 layers for branches , 2 layers for leafs , full tree swing.

The clutter allows for trampling and some player movement interaction - be sure to check the level blueprint in the example map.

 

There are other supporting assets like , rocks, clutter a couple flower types, fake mountains and other ground meshes etc.

All assets have some build in color correction for seasons - depending on the season you can change it.

Snow layer is also abailable in every material and its level is controlled with the season blueprint.

 

In total you will get :

9 Cherry Plum trees with standard leafs, 9 with flowers

All of them in SuperHigh / High / Low , versions

Blueprints for each tree - for Seasons

21 clutter assets :

Rosa Canina - bushes

Grass Seedlings

Grass

Wild Carrot

Yellow Rattle

all clutter also is 2x - High/Low version (*high version fully opaque nanite/ low version cards)

Blueprint for Seasons - Season Handler for world.

Prefabs - packed level instances - with ready compositions, they also have custom blueprint to drive seasons inside.

Other assorted assets for the scene - 26 clutter, dressing biome assets.

FX form falling leafs also changing with seasons

 

All materials are flexible , and made with custom material functions. You can utilize them in other ways.

Function for wind ,season selection , moss , snow, season coloration, lichen, impostors and many others.

 

There are 4 maps included :

Showcase - assets + some brief documentation text.

ExampleMap - in 3 versions , low / high / super high

 

As a technical artist with years of experience on some of the largest triple A titles , I tried to bring something that is harder to get in the open marketplace - a consistent quality/usability and performance most of all.

All the assets, materials and techniques are optimized and created with scalability and lots of choice for the user in mind.

 

Technical Details

Specific kit of vegetation species - Cherry Plums or Prunus Cerasifera

 

Highly adjustable optimized and fully featured master materials for vegetation, landscape, opauqe props, fakes

 

High quality materials, fully proceduraly and photoscanned textures packed.

 

Custom wind setup for the trees , fully non speedtree and non pivotpainter.

 

Custom Landscape material with layers optimized for samples and performance

 

Number of Unique Meshes: 111 - 9 trees x3 technique variants, 9 blooming versions

21 clutter vegetation x2 with two types of techniques.

Collision: Custom and Auto , optimized not per poly

 

Vertex Count:

SuperHigh Trees - 3 - 13mil

High - 1-1.5mil

Low - 10-40k

 

LODs:Yes, custom for Low Trees and clutter.

Number of Materials and Material Instances: 64

Number of Textures: 110

Texture Resolutions: 2048, 4096

Blueprints - for trees , to drive seasons

Blueprint controllers for seasons

 

Important/Additional Notes: The example scene requires Volumetrics plugin to be enabled and Extend default luminance in rendering setting , for full experience !

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