Working on some landscape things today, thinkin about forest floor debris that change throughout the seasons. This is what I came up with in the first test! #gamedev#unrealengine#gameart
I'm really pleased with how much some leaf meshes on the ground add so much depth! Using foliage meshes, per instance random to control some colour offsets. Colors are a gradient texture, that is biased towards specific colours during specific times of year.
Opacity works the same way, cliping away some of the foliage during early spring, and "spawning them in" during fall, and then will also remove them after snowfall too. That way I can just paint the foliage in at "max density" and remove it during not autumn
Doing the color transitions for the flat ground leaf decals too. Wanted to us RVT style decals, but I don't think it's really functional. Too many artifacts
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A breakdown thread of how to make a simple sky-occlusion system. I'm using this to block snow/rain from showing up on surfaces inside caves, under trees, in houses. Also can be used to mask particles! #gamedev#unrealengine#gameart
Starting from the third person template. Just moved up some of the geometry so we have something to stand under and act as a sky blocker. The heavy lifting of this effect is done by a SceneCapture2D, so lets add one of those too
The SceneCapture (going to shorten it to SC from now on) needs to have a rotation of (0, -90, -90), and also lets place it at (2000,2000,2000), which is approximately the center of our scene. Lets also set the capture source to "Final Color (LDR) in RGB"
Wanna learn how I did these ripples and foam using "fake" decals? Might be a long thread but gunna go through it step by steps. There's a few things to cover first before we get to the COOL bits though! #gamedev#unrealengine#gameart
🧵Below!
The first thing to figure out is how to take an actor's position/rotation/scale and hook it up to a material. Then we can use that data to compute properly aligned uvs, and sample a texture, like this cute squirtle. This happens all in the material!
So lets first look at the material. We can compute transformed uvs pretty easily! Just subtract the decal pos from wp, run it through a rotator (no idea about why it needs 8*pi though!), and divide it by the scaling...and we got some nice uvs! Running through a frac to visualize!
As as huge #pokemon fan, I'm always excited for a new game. But like...the tech artist in me is sad. These games could look so beautiful and polished but they just ... don't and I don't understand why.
Or is it just me?
It can't be a budget problem, Pokemon is one of the largest and most profitable franchises in the world. Hire more people and task them on making the game look more polished. Because right now it looks like a 3ds port, and sloppy around the edges.