General Information About Dekogon Kollab Content Package

Table of Contents

Frequently Asked Questions


Optimization


These scenes were developed to be at the highest visual quality for cinematic and visual fidelity purposes. Please see additional notes for helpful tips, features, etc.

Bugs


Find issues or bugs? Email Dekogon at [email protected] and we will be happy to help! More of our work is available at www.dekogon.com

Lighting


Lightmap Resolution

Also many of the meshes use higher texture maps for cleaner lightmap bakes. You can adjust this

globally by changing the scenes lightmap settings under Build. Here is a video on how to adjust lightmaps:

https://youtu.be/gMXye-JhCyQ

Materials


Each material instance using the material material has a set of controls to allow quick iteration of certain aspects of the material. Here we will go over the more important and noteworthy aspects:

Exporting from Unreal


While we dont provide any source content or files for our sales assets you can easily export directly from unreal to fbx or texture format for your usage externally of Unreal.

Here is a quick video guide on how:

https://www.youtube.com/watch?v=1k12Ax-4HbI

Unity

URP - HDRP Conversion (Pink Load Error)

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/0aa15078-2e34-474e-baea-bcad7a88c3f8/URP_Conversion_HDRP.mp4

Nanite - DirectX


Some users have seen a problem where when they open a scene with nanite for the first time the assets look low resolution or almost LODs of themselves. This is a simple button fix to update this problem and it has to do with the way Unreal default rendering is done. Simple select DirectX 12 from the Project settings under “Windows” and then restarting the editor will fix this issue. We have created a video here to show you these steps as well!

2022-04-28 09-00-08.mp4

Texture Compression and Sizes


Due to the many assets in the scene some textures have been scaled down within the engine. This is to prevent the scene for going over the texture budget of most computers and making for a smoother preview of the scene. If you plan to remove assets from the scene or transition them to another scene you may want to restore the texture to the higher resolution. This can be done on a per texture basis in the options. Simply open the texture options and you will have the window displayed below in this video.

https://youtu.be/_260wqyJWWA?t=142

In this example the original texture was 2048 and has been scaled down to 1024. Notice the area highlighted in blue is the original imported texture size, how big it is being displayed in this window, and how big it is shown in the game. The area highlighted in orange is the user input for maximum texture size. I have scaled some of these down by hand but they can be restored to the default by simply click on the reset to default yellow arrow on the right of the highlighted orange area. Also you can set the texture size even lower by typing in the desired size.

Baking Layered Materials


Layered materials are a great way to balance control of textures and visuals separately than fully baking and texturing an asset directly. You may want to later bake down these details to small textures and to a material with less cost. Here is how to complete that process!

2022-07-08 09-45-57.mp4