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.
After trying to relax today and not work, and failing.. I opened up the project and refactored a lot of the “hacky” systems, to test player movement. With the intent of getting more than one skater on the ice, and the ability to switch between them, I needed to setup proper pillars of what’s going to be handling what.
This resulted in skater spawners, pseudo ref spawning puck in center and tracking for out of bound pucks, new camera detection of spawned items, formal start of a game_mode tracking all skaters, auto possession of center for faceoffs, nearest to puck detection, skater swapping based on distance, and rough home/away logic started.
Bugs known, input ticks driving player movement, so un-possessing a pawn causes it to stop moving, will move these over to a proper tick for resolution before moving onto really simple AI implementation for non-possess skaters.. Then onto passing!
Getting a template player asset rigged, and ready to be animated. Exploring two handed floating pivot rigging for stick deformation.
Using a handy slack feature originally taught to me by J. Stewart in my first few years in the industry, where the goal constraints for the hands, are actually aiming back at the elbow positions to allow them to auto rotation around the position of the stick for a lot less wrist animation.
Taking the original slack idea further by nesting the final output post the deformation of the hockey stick via an internal ribbon spline with hair rivet outputs, and continuing to work with auto-clav deformation helper.
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.