Still a work in Progress. But one of the hairstyle models is done. Still needs some texture baking work, normal maps, etc.
Monthly Archives: February 2015
Bouncing Boobs in Unreal Engine
I set this up in Max with a spring controller on top of a mixamo jump rope animation. I will post a tutorial on how to set this up when I figure out how to get this smoothly into the engine.
Realistic Eyes In Unreal Engine
I usually botch the eyes pretty bad. And I am not so happy with just putting high specularity and glossiness on the eyes. This latest character I am working on has reflectance going instead of specularity. I am happy with the effect although it took a few extra hours. There is also a video below that shows what the geometry should look like to get this effect. All you need to do to pull this off is use 2 seperate materials and 2 layers of geometry that are split apart by a few mm. I used one of the Reflective glass materials from UDK for the top layer and a normal diffuse for the eye.
And some in game screen shots of the character. Didn’t make any clothes for her yet. So don’t look anywhere other than the eyes. But you can see that the eyes hold up even at full screen.
If you want to make eyes like this for your game. Here is a video that shows how you need to build your eyes in a 3d program to get the same effect:
Material Instance Constant Parameters in UDK
I have been trying to figure out a way to get the most out of the choppable hipster skelmesh. Partly because I am lazy, and I don’t want to take the time to create 10 choppable characters. And partly to save on resources. If I can save some memory, maybe I can have more enemies attacking simultaneously. Or do something else that costs a lot of memory. I didn’t think it was possible to make a t-shirt look like anything other than a t-shirt. But between a normal map and some baked in AO. I am liking what you can do with a simple t-shirt.
Then I plugged in a few nodes to the shader so I can control the hair color, shirt color and pants color all through parameters.
The magic really comes from a 256×256 channel texture in the back which includes 3 different masks. I use that with a couple of Linear Interpolate nodes, and it allows full control over the pants, shirt, and hair color all through parameters. Basically I can get a few hundred outfit and hair color variations all on the same skeletal mesh with this. And the only thing I need to load into memory is 4 textures. Between this and a few props attached to sockets. It should be convincing that they are a bunch of different characters. Here is what the shader looks like in the editor:
Here is one variation: