[ame="
http://www.youtube.com/watch?v=v0IzSfNmi1I"]Unreal Engine 4 - Character Aesthetics - YouTube[/ame]
So Im curious on how this was done, I can reverse engineer most of it just by looking at it not everything. Such as how are the screws on this guy so detailed?
Is this just a regular bump map? Because for it to be that sharp at this close up it would have to be a 4k or 8k map. However my theory is that each one refers to its own material map. In which case I have no idea how that would be done. Maybe a floating plane, with an opacity map. Notice on the breakdown each screw is yellow, and there is only 1 yellow dot in the UV map. So did they unwrap it by pixel, or placed a face on the topology to where the screw will be.
Next Im curious on how they got so many colors on the character. I mean I understand that you have a regular picture with many color groups having material IDs. Then you just connect it to the diffuse and it spreads the different colors, in to groups. But when you look at how the material is set up it is not. Not connected to the color channel but rather the RGB and alpha channel. So with those inputs they should be limited to just 4 colors and not more, but they have several.
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This color texture is the mask in linear space for material layers. Each material has own settings and textures.
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/index.html
how could this be done, Is the actually wire frame/mesh giving an individual face to each screw so that they can be unwrapped that way.
@anty: So I red that entire article and at the end they write that this is not efficient and its better to do things the old way. I thought that this new technique will be the core of what makes next gen games look so good.
The doc basically says use the old way for mobile, this is too heavy for mobile. baking stuff down will always be more efficient but with increased hardware power we can do more expensive materials to get better visuals.
Also using a dxt5 RGBA you can actually have 5 layers, since 1 layer doesnt need a mask since it's the bottom.
Screws arent in the tiling textures, they're a layer we masked in. Their layers have solid colors since it looks better than a noisy texture for small metal details.