Showing posts with label Technical. Show all posts
Showing posts with label Technical. Show all posts

Wednesday, March 2, 2016

Saturday, February 27, 2016

Thursday, February 25, 2016

Thursday, February 18, 2016

Technical Art - Lights, Wind and clouds



Lights and Clouds:
This video focuses on the lighting setup within UE4, as well as a first pass on clouds. The emphasis is on achieving a look close to that of the morning golden hour as the sun rises. The sky and sun are warmer, the shadows are very long and you can see the lights in the sky.

Some still shots of the environment:
a shot showing the shadow beams

showing some of the atmosphere and clouds (first pass)





Wind swaying:



This video focuses on an easy-to-implement wind system for environment assets without the use of joints or any heavy simulation. Using a texture mask to tell how much influence the system has on each vertex and a pivot height offset variable in-engine, the material will perform all of the wind animation for us using a blueprint to control the variables across all objects.

The actual material for the system

The blueprint that finds and applies the variables to all environment objects

Wednesday, February 17, 2016

AfterEffects

Another one of the assignments for this week was to start messing around in Aftereffects to get more




Thursday, February 11, 2016

In-Engine Icarus Screenshots



Characters - Animation Styles


Special Effects - Wind




Our first pass at wind effects. The first part of the video is with the mushrooms swaying in the same direction, with mild variances in speed, intensity and time offset. Second part is with more random directions, and a greater range on the intensity/speed. Last section and screenshots attached are of the blueprints.

The system itself is entirely material based, using a mask to control what parts sway (shown via the gradient), and as long as that mask is made in the 3D software and supplied into the material, everything else should just be plug & play without any heavy work in UE4.

To expand on it, we would probably add an additional layer using the simpleGrassWind node to get smaller movements for leaves.