I thought I should share this here instead of the Technical talk section, because its showing art too, and some solutions that can show up in specific cases in games.
Here I'm showing my experiments, solutions for technical questions that I used in various personal or group projects. Also my way learning as a technical artist...
Later I'll upload some images too, especially after request, but first, here are some short videos about interesting materials, lighting solutions, and game design implementations.
Hope you'll enjoy it!
My Youtube channel, which gets updated frequently:
https://www.youtube.com/user/KristofLovas/videos?shelf_id=0&view=0&sort=dd
Replies
[ame="http://www.youtube.com/watch?v=0isuVIlmZFQ"]http://www.youtube.com/watch?v=0isuVIlmZFQ[/ame]
[ame="http://www.youtube.com/watch?v=_Q2AlraJ_Yg"]Menu[/ame]
Current features:
-you can assign a static or skeletal mesh to the viewer
-pivot automatically gets adjusted to the center, for helping the viewer script
-camera distance, height, min, and max zoom distance automatically gets adjusted
-target/orbit type camera
-light position automatically gets adjusted
-background mesh size automatically gets adjusted
UI features
-show/hide menu
-print FPS
-Rendering mode can be set to lit, lit-wireframe, and normal (later it will be able to visualize all channels of the material
-"Underwater lighting" <- this feature won't be in the public version later, it made for one specific case
V0.3:
[ame="http://www.youtube.com/watch?v=lHjzBsKTEHU"]http://www.youtube.com/watch?v=lHjzBsKTEHU[/ame]
-Sorry for the low fps, its just my computer
Anyways, here is an update of the Model Viewer.
New features:
Rendering mode:
- Albedo channel can be visualized
- Roughness channel can be visualized
- Reflectivity channel can be visualized, and there is a checkbox to switch between metalness and specularity visualization mode
- Emissive channel can be visualizes, and it can be enabled or disabled
Material features:
- Visualization mode is now working based on material attributes
- Masks texture sampler parameter - R,G,B,A as roughness,metalness,emissive mask1, and emissive mask2
- Emissive 1 and 2 color parameter
- Emissive 2 is optional
Other:
- Model rotation sliders
[ame="http://www.youtube.com/watch?v=J7HjR8apnIg"]http://www.youtube.com/watch?v=J7HjR8apnIg[/ame]
I just clicked to random buttons in the video, I wanted to show everything it can do
[ame="http://www.youtube.com/watch?v=sxsfgm_88iY"]http://www.youtube.com/watch?v=sxsfgm_88iY[/ame]
[ame="http://www.youtube.com/watch?v=QpVDMJowDFw"]http://www.youtube.com/watch?v=QpVDMJowDFw[/ame]
Healer pad - custom actors, actor components
[ame="http://www.youtube.com/watch?v=GKXyPQbxeFw"]http://www.youtube.com/watch?v=GKXyPQbxeFw[/ame]
[ame="http://www.youtube.com/watch?v=S1uBzTvFUTk"]http://www.youtube.com/watch?v=S1uBzTvFUTk[/ame]
New features:
- Custom waypoint based movement system for non-flying enemies
- Tank enemy template
https://www.youtube.com/watch?v=UW7H4yLSc0c
https://www.youtube.com/watch?v=rxtP9SPx3hQ
Best regards!
Download:
https://www.dropbox.com/sh/k69p1cvu8zi0qh8/AAA0l75Hu4CruVTSerwn8dCwa?dl=0
https://youtu.be/UYT5t4-NXog
Download:
https://www.dropbox.com/s/cnmza5snn6qgfnz/ResolutionAndNearestFilter.uasset?dl=0
PostProcess version:
Download:
https://www.dropbox.com/s/8bytjjj3uwvw1pf/PixelatedScreenPostProcess.7z?dl=0
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How to install:
Copy the files to somewhere inside your project's content folder.
Material function instructions:
Just call the function in your material...
Inputs:
TextureObject - can be texture object, or texture object parameter if you want to change it in material instances.
Resolution - Controls the resolution of the texture
Post process instructions:
Create a material instance from the post process material, add it to your blendables array, in your post process volume settings, edit the instance parameters...
Parameters:
Xres - screen x resolution
Yres - screen y resolution
Colors - amount of different shades per channel
R-G-B power - this is for fine tuning colors...
https://www.dropbox.com/sh/i4c7uwqawouyot2/AACkZpPovBk8YYTcWIigfaTma?dl=0
buuuut.... there is a problem... I'm not sure where is it coming from but when I'm trying to lower res it, I get some line along 0 and 1 coordinates. It might be because of the frac removing them, but I tried to put them back but it didn't really help....I could use some help
http://wiki.polycount.com/wiki/Transparency_map#AlphaTest
screen door thing.... Unfortunately mine doesn't use any sorting yet because of the pattern... But I do work on different opacity level options.
Even though this was a custom one, before dither temporal AA was added, it was also suffering from ghosts when using TAA.
4 samples.
https://youtu.be/XCDQf3isoNE
https://youtu.be/71xk28dTfrM
(enlarge image)
Sorry if I'm totally misreading the look you're going for with that one.
I removed only the ones that I thought its boring, or just a small update on one of the another videos.
https://youtu.be/4rZ6i0dlIaw
https://youtu.be/w1j7P9i01Sg
https://youtu.be/1AF9kS9X0b0
https://youtu.be/dy7N9lOWraE
Emissive circuits - Tutorial:
https://www.youtube.com/watch?v=3d9X6WBbkP4