Some before and after images of the Material and Lighting work I did on these levels post artist submission. The core artwork was fantastic to work with. And a lot of this work was dialing in how to get the hybrid dynamic and static lighting to work together with the static and dynamic objects.
Detail textures were added to some of the materials to push something for the lighting to work with on the flat surfaces, a global texture mask was integrated to drive dirt and variation details on the dynamic tiles.
Lighting channels were used to pop rims on the dynamic objects and characters, and the “skirt” around all the hex tiles was static, but with a player 1 and player 2 customized view and lighting per camera angle, with uv lightmap work to optimize the texel density to work with where lighting needed to pool or rim.
I took a roll as their Senior Technical Artist at Toy’s for Bob, primarily working on Lighting and Materials in Ue4.
Its a very intense production that’s taught me even more about the UE4 Engine. I hope to expand upon this post with details on large team wide scaling of parallel asset production, material and asset organization pro’s and con’s, and a lighting Post mortem at some point in the near future.
In attempts to start putting some substance down from what I’ve learned from rigging over the years, I’ve started with a write up of my IK Inverse leg setup to see if others out there can reflect upon it and help make it stronger, or if it will provide a solutions for others.
This is a sped up capture of my base process for creature rigging on the game Shardbound.
Its a different approach from autorigging, that’s been production friendlier for me as often the only tech artist on a team. There’s still a fair amount of custom script support happening in the background.
In a nutshell, its a morgue of body parts pre-rigged, that have their proportions exposed through interface nodes throughout the rig that allow them to be adapted on the fly to fit a character, instead of tearing down and rebuilding an entire rig via an auto rigger. This workflow allows for manhandling control logic, or splicing in custom solutions on the fly without the overhead of converting the logic into a script. As new control surfaces evolve, they get ripped out of a rig, polished and dropped into the morgue for later reuse.
Similarly structured characters can also quickly be adapted from previous rigs, as demonstrated by this video of a biped rig core with inverse knee being bent into the structure of a bird.