Wednesday 12 October 2016

Vehicle Design Approaches Part 9 - Ue4 Implementation

This is all the current blueprinting used in getting the main character to act and function. I have divided it into sets to make it easier to manage and plan out what I want. Since I set this up previous to creating the lowpoly of the character I created it so that old assets could easily be swapped for the new ones, without changing anything major in the blueprint.


                      

This the characters material set up. In the past i've had problems with huge amounts of draw calls in scenes(This is caused by lots of different materials attached to objects in the scene), so I looked at ways to reduce the amount. I found UV offsetting to be an ideal way of doing this. The idea behind it is to offset the second texture set into the 1-2 space so that everything can be kept in one material. Also to help save on space the Metallic, Roughness and Alpha were merged into 1 image with each map taking up a different colour channel. This means I only need a single image instead of a separate one for each which would double the amount of textures in this material. 

The extra part on the left is a set of panners, masks and electrical textures. This is just a simple set of moving textures for the cannon to make it more interesting.





References

"Coordinates Expressions". Docs.unrealengine.com. N.p., 2016. Web. 12 Oct. 2016.
Quick Tip #25 : Fewer Draw Calls With UV Offsets. Youtube: Warren Marshall, 2016. video.

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