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    Devlog #1:My Eyes Hi everyone. It seems new UE eye model requires specific UV coordinates and mesh, so custom shapes with custom uv / or no uvs was not possible .. until this moment. Suppose we have some kind of nice looking eye shapes (for test purposes I took the ones from the Emily project), unfortunately its uvs not corresponding to those delivered with the UE eye model, also the eyes have custom orientation, etc. So we have at least 3 possible solutions here: 1) rip off the eyes from one of UE/paragon characters 1) fix the uvs in any modelling app 2) implement some kind of automatic uvs with adjustable rotation/scale of iris. Despite of simplicity of two first approaches the third one gives us much more. And its not so difficult. The solution is to generate tangent basis and uvs in the shader/material itself. And this is not mistake, in the several cases transform from tangent to world space could generate artefacts due to discontinuities on original uv space, just like this: The original uvs left below have discontinuities at poles unlike from uvs from UE docs (right below) The result for eyes without any uvs you can see in the header, the rotation and scale of uvs is fully adjustable https://ift.tt/eA8V8J

    Hi everyone. It seems new UE eye model requires specific UV coordinates and mesh, so custom shapes with custom uv / or no uvs was not possible .. until this moment. Suppose we have some kind of nice looking eye shapes (for test purposes I took the ones from the Emily project), unfortunately its uvs not corresponding to those delivered with the UE eye model, also the eyes have custom orientation, etc. So we have at least 3 possible solutions here: 1) rip off the eyes from one of UE/paragon characters 1) fix the uvs in any modelling app 2) implement some kind of automatic uvs with adjustable rotation/scale of iris. Despite of simplicity of two first approaches the third one gives us much more. And its not so difficult. The solution is to generate tangent basis and uvs in the shader/material itself. And this is not mistake, in the several cases transform from tangent to world space could generate artefacts due to discontinuities on original uv space, just like this: The original uvs left below have discontinuities at poles unlike from uvs from UE docs (right below) The result for eyes without any uvs you can see in the header, the rotation and scale of uvs is fully adjustable

    from GameDev.net http://bit.ly/2GIQZXB

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