I have finally finished the 1.0 version of my UT3 Char, it has a lot of new stuff. I originally made this fancy effect: [ame]
http://www.youtube.com/watch?v=p0ofKw6xA9w&feature=channel_page[/ame]
But now i have made 7 effects that are more or less variations of it. I hope it can be seen in the headshots what they are about, but they really need to be seen in motion anyway
. All the effects are also on the new FPV arms.
New in this version:
- custom FPV arms
- 7 material effects (also on the FPV arms)
- 3 new heads
- 1 new armor skin
- Weapons (for putting it on the character)
- Custom character selection animation
Download V1.0
The first time loading takes some time.
It can also look like its freezed but it is just calculating shaders and saveing them in a cache file, afterwards all characters load fast.
I have also writen a making of with a lot of pics:
Egyptian Warlord - Making of
Replies
I assume the different variations correspond to differerent degrees of damage.
I am not a character artist but the shader making of part is definitively super useful
Thanks for sharing
and where the heck do you learn this kinda stuff:
??
just looks insane and I have no idea what any of those do heh
I can't even start to imagine the ammount of work you've put into this! Congratulations on getting it finished...
now, I wonder about the performance of having it ingame.
Few things, I haven't played with the UT3 material editor yet, but will be in time, the special texture you used defining the glow maps and the metal shaders how is that material set up, is it a type of blending map using the RGB values and 3 different shader properties? In which case the cyan on the map is a combination of the gold and fresnel effect, or is the cyan a completely different shader and they are seperate by their specific hue? (adjusted with brightness). Hope that makes sense.
Other thing is, as you say, the difference between the max render is very different to in-engine render, the colours you used in the diffuse map are really different to the finished result, did you plan it that way with the colours, or did you have a play around a bit with the shaders and decide to alter the colours for something that suited better?
My only crit would be the alternate heads, the skull in my opinion could do with another pass of wear or dirt to rust it up a bit, looks a little plain. The transforming effect itself is really nice though, and that hand looks damn creepy.
I love how the effect looks on the hand there
Really cool that you are taking UT characters to the next level like this.
that hand looks amazing - the effect but also the hand on its own looks amazing.
I thought about that but unfortunately I am not a coder. Would be very cool! The main effect happens nearly randomly and there is also one that changes slowly over time.
@ Ged
All the red is there because then it merges with the UT3 UI. But i agree the presentation needs more love. I think i will make some nice renderings in the engine for my portfolio.
@ bounchfx
I learned it through trial and error and playing around. This site from Hourences is always a great help: http://book.hourences.com/tutorialsue3matexpressions.htm
As Neox already said, a lot of that expressions are for gameplay stuff. The effect is basicly the stuff at the bottom.
You may also like my magic texture that controls the main effect:
@ [HP]
I played with 22 bots of egyptian chars, most of them had effects and i got no significant performance loss.
@ ManxViking
Yea, basicly the R G B channels act as masks for different material effects/setups within the material. They can also be combined which i did with the cyan.
I had to play around to get that gold effect, i ended up with setup in which the gold is defined by the reflection map(tinted gradient with different colors), specular color and diffuse color. Its very fake, i need realtime raytraceing reflection!
The problem with the alternate heads was that i needed to put the skull in the small facemask uvw region and the zombie head in the helmet uvw space, therefore also had to mirror the full skull.
Here are a bunch of screenshots:
The hands and all the effects can also be previewed in the character selection, there is also a interesting custom animation (The offset is fixed in the final)
The 2nd armor skin and their teamcolors. The Weapon has also an axe and sword variation (like its transformed in that). But its just for the look, maybe i find someone who can code it into a real weapon with transforming.
FPV hands ingame
Random ingame screenshots:
I cant show the effects well with screenshots, so plz download it if you have UT3!
Keep it up
Vj
That shadertree is fucking scary.
This is awesome stuff man, thanks for the walkthrough as well, very interesting!
looks great!
@ Lee3dee
I had the 0.9 version already posted to phase2 of the MSUC. I originally only wanted to add FPV arms for the final 1.0 but oh well.
Here are pics that show the different weapon transformations:
and some more screenshots:
Congrats on the banner also.
Now make more evils!
It can also look like its freezed but it is just calculating all the shaders and saveing them in a cache file, afterwards all characters load fast.
I wonder how long it takes for you because you seem to have a very fast system?
@ BradMyers82
yea, im hideing 100 more screenshots!