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Hey, nice asset pack.

I noticed on import to Unreal that you are using multiple material slots for items.

Is there a reason you use this method instead of baking textures onto a single map?

Given the low poly nature of the assets I imagine for a lot of use cases the extra draw calls won't be a major issue.

However, it would help to reduce overhead in game-engines if there were fewer material slots being used.

I will test out a few scenes using your default texture set up and try to determine how big the performance hit is due to extra draw calls.

Just food for thought!

Overall I like the content and style of the pack and it should prove helpful when blocking out and performing first passes on levels!

Thanks for sharing a cool asset pack!

Hi! Thank you!

I should have done it already as I'm aware of that, but I did not get to do it, I needed a kick in the ass. I promise to do get it done for the v2.5 update!

Any Tips for Importing it to unreal? I only get white materials.

Hi! It must have something to do with the import settings. I'm not familiar with Unreal Engine. Please let me know how it goes

Hey, when importing to Unreal - the materials are likely creating a standard material with a single image map connected in the shader graph.

For each object/asset - if you double click on the material slots as there are multiple slots per item(this is where it becomes a bit time-consuming):

1. Use the editor button to find the linked material.
2. Double-click that material in the content editor to open the material shader graph.
3. Manually set up each material to use the corresponding texture maps.
4. Connect any relevant texture maps to the required output nodes on the material shader.

I am replying from memory and it has been a while since I used these assets, but if that does not help please post again or contact me on discord and I will see if I can help you further.