Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments
Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments Tentacles | Environments

Tentacles slowly slithering in their dark caves. Modular cave assets and a blueprint to align tentacles to cave walls.


Video HERE

Playlist of all my assets HERE

See my other assets HERE

Technical Details

Features:

  • caves, tentacles, plants, stones
  • blueprint to align tentacles inside caves with option to make tentacles move
  • blueprint to align tentacles along surface normals, not animated
  • demo level as seen in video and in images above


Number of Unique Meshes: 37

custom collisions with cave meshes / others created in engine


Vertex Count:

  • Plants 54 vertices
  • Hairy and the egg (5) : 74 - 436 vertices LOD0
  • Tentacles (4) 2140-4557 vertices LOD0
  • Caves (12) 98k - 312k vertices LOD0


LODs:

  • Cave meshes : 5 LODS
  • Tentacles 2x3 LODS and 2x4 LODS
  • Other 1 LOD


Number of Materials and Material Instances:

  • 9 materials
  • 18 instances
  • 1 material parameter collection used with the blueprint


Number of Textures: 41

Texture Resolutions:

  • 34x 4K and
  • 3 x 1K
  • Vertex animation textures 390x200 and 410x200


Supported Development Platforms:

  • Win, Mac


Documentation: BP info in overview level

Notes:

  • Cave meshes are 1-sided and high poly
  • Blueprint tentacles have no collision
  • Using Tentacles BP with "moving in game" can cause performance issues if "Use optimization" is not used. Optimization tracks players location and only moves the spline meshes if player is at chosen distance.
  • Tentacles BP has 2 ways of tracking the player: Get player pawn location / tracking the material parameter location vector. MPC was used in the demo level to track the current active sequencer camera location.
  • BP_vineSpline spline meshes are not moving