Game Development

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:


Animation Sets


The Hipster Killer – Character Preview

The Murderess



The Murder Weapon


Dismembered Hipster

Now that the model is built to be dismembered. With the bones and guts sticking out of the chopped off body parts it is f***ing gross. Maybe I should change the plan and make a game where we all just be friends?





Testing what the game has been missing most – Hipsters

Here the latest screencap
Looking at them animated I am starting to feel bad about chopping them up. Maybe a game where we can all just be friends….

On second thought. I am going stick to the original plan.