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Media 0 for listing Retro Style: Japanese Street

Description

Walkthrough video:

https://youtu.be/DPkhWjEjH-c

*Comes with our Spline+ pack for free*

Spline+ Marketplace Link

We proudly present our first retro style pack based on Japanese residential streets.

This pack allows you to very quickly create retro style games in a residential setting with our modular meshes.

It contains many buildings, interiors, roads, props, global weather textures, texture variations, a post process material and a playable character.

The character included is rigged to the Epic Skeleton. The character does not come with any custom animations however it has been connected with epics own animations from which is included in this pack as a demo.

To help speed up development it comes with pre-built blueprints of buildings and other props with many features. The post process material included is a dithered low resolution colour depth limiter that gives you the classic old school retro look.

Materials also help with this as they all have a feature called vertex snapping that emulates the limited vertex precision of the Retro Consoles.

Assets are modelled in a way to support vertex lighting systems such as the one in 'Retro Graphics Unreal Pack' by Marcis. 'Retro Graphics' isn't needed but compliments this pack very well.

That being said, the models also look great with the standard per pixel lighting system in Unreal as you can see from the screenshots. Or even backed lighting using the pre-made lightmaps.

These meshes do support nanite for UE5+ but if you choose to use nanite you will need to un-plug the vertex snapping feature that is plugged into world position offset in your materials. This is a temporary fix until Epic Games fixes world position offsets with nanite meshes.

An example scene and an asset zoo that showcases the meshes are included in the pack.

BUGS:

  • In Unreal 5.4.0 Epic changed how splines work slightly, it no longer understands anything when you move an anchor point. Here is a link to the bug, click vote on the vote box so epic sees it and can hopefully fix it: https://issues.unrealengine.com/issue/UE-212309 One temporary workaround is when you move an anchor point, click the 'Input spline points to construction script' tick box on and off again. It should re-fresh the logic and at least works temporarily.

Included formats

  • logo of Unreal Engine format