Shardbound Material and Lighting Env Work

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.

A demonstration of the Character lighting pass once it was integrated into the updated environmental lighting, with localized dynamic lights on some of the units themselves.

Pillar Systems started!

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!

Personal Project: Ue4 Hockey

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.

Spyro Remake


January 2018 – September 2018

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.

Morgue Setup Article Added!

At the end of the Digitigrade IK setup it left a few people going “well, that’s great, but its a pain to do this setup for a bind pose.”

To answer that, my next article! Morgue Setup practices and Assembly methods.  Hopefully this bit of explaining will aid in adaptation of my rigging solutions to your own rigs.

Digitigrade Inverse Leg Setup

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.

Digitigrade Preferred Angle Inverse Leg Setup

Juro in Cat Form from Shardbound, with a preferred angle inverse leg setup in use.

 

Shardbound Production

What an amazing two years its been!  Its hard to believe that much time passed on this project already.

Shardbound is a UE4 Tactics CCG PC game, under development by Spiritwalk Games.   I started as their Lead Tech Artist when the game looked like this:

And we took it to look like this:

Some of the units up close in our Barracks view:

My first week I started making this outline of the data flow of the art asset pipeline, and the last I checked, its turned into a 36 page Technical Art Design Document.

Mistakes were made, things were learned, what a fantastic production!