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[UE4] Warrior Scene Collaboration

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    Do u mean me or lenz?
    Character Artist @Ninja Theory


      Wow 0_0 that looks AMAZING BRO. I can't wait to get started with ue4 :X


        So, I havent yet had the chance to get my hands on the scene (since we are still working on a way to get nice source control to make sure everyone from the team can sync and submit stuff easily), however lenz was so kind to give me a quick flythrough and also told me how he already achieved certain things. So I can at least just share some basics with you^^

        Regarding the character, its actually not that technical, because its "just" (höhö) some very good character work getting the last finish by a now very nicely working skin shading model So first of all, kudos to Bao for such an amazing model! Second...big thanks to the guys at Epic (points at Martin Mittring) for making Jorge Jimenez´fantastic research work on Screen Space Subsurface Scattering a part of Unreal Engine!

        Interesting thing about the character in its current state: the eyes are probably not shaded in the way that comes to your mind first To explain you a bit my thinking when I tackle materials and surfaces, I always try to start in finding out how the object is made in real life, which parts contribute to how it looks and what environmental circumstances further modify the look of things. I then try to find ways to mimic the observed behavior as close as possible. But sometimes, you start to realize that even if something should be like this or still makes sense to not do it like that, because this effect is so rarely visible, that another effect that happens more often has the greater impact.

        So, normaly eyes are made of organic, slightly translucent matter that reacts to light. So the first guess would be yeah...use sub surface scattering. This works nice and also does not look too bad. However, the eyes are always so small on screen and light has to hit it in a very specific way (eyes are also quite protected from the surrounding bones and skin tissue) to make the transmission or scattering visible, that it didnt feel appealing to me.

        Also, you have very complex reflections on the eyes (which get faked often in video games) due to tha fact that the eye is actually a multilayered surface with different characteristics for each layer.

        This made us try out the monte carlo clear coat shading model for the eyes which, in my opinion, gives us very neat and fully dynamic results without the need to fake any kind of lighting on the eye (not breaking pbr )

        I would like Bao to talk about the rest of stuff going on with the head since he built all of that stuff (I just helped with feedback on the shaders and lighting), but there is definitely some cool stuff going on

        So, to quickly just give some specs of the scene:
        • It is fully dynamically lit right now and the intention is to keep it like that
        • It uses a movable skylight and DFAO, the raytraced shadows are something that I will introduce as soon as I can sync the project^^
        • Right now it uses some fill lights. I want to change that, but if the artistic vision gets lost in the process, we might stick to a couple of them for the finished scene (push min roughness to get rid of point light reflections!!^^)

        Yeah...thats all I know so far

        Hope it gave you some insights and cheers!
        Check out UNREAL 4 Lighting Academy


          As Deadalus51 mentioned... the most interesting part of the character right now are the eyes.. i worked a lot on the eye shader and there are still some stuff missing i want to implement

          I will just show you some screens and try to explain it.

          So the first thing is that the "eye" mesh consists of 2 meshes. One is a simple sphere and the other an "eye overlay" mesh hovering over the sphere where i projected the occlusion so we have a decent shadow for the eye socket.
          Notice on the first screen there is a waterline at the bottom of the eye? Instead of making another mesh for it, i can control how strong the refraction and the specular are on the "eye overlay" mesh. I also added a normal map to boost the refraction.

          The sphere itself has an input of 3 normal maps. The Cornea Normal where you can fake the cornea popping out. The second normal map input is for the Iris, it's just a nice little detail so the highlights will have a nicer spread. The last normal map input is a detail normal map for the eye ball so we don't have a flat highlight on the eye sclera. I also added a Bump Offset to enhance the parallax effect of the cornea.

          Deadalus51 also mentioned that in many videogames there is often a cubemap faked in the shader itself... we threw that out since we wanted to avoid the eyes being really bright in the dark. We also went for the clear coat approach for the sphere mesh which works pretty well. In the eyeshader you can also change 2 colors as seen in the screen below. I am also able to set how strong they blend into each other.

          Lastly here is a comparison screen.

          If you have any other questions on how i approached things feel free to ask me/us! We are happy to answer them all. In case you want to see the Material... I just want to say that we want to bring the whole scene to the marketplace
          Last edited by Bao92; 10-27-2014, 01:51 PM.
          Character Artist @Ninja Theory


            Awesome explanation Bao! Love it
            Check out UNREAL 4 Lighting Academy


              Originally posted by Bao92 View Post
              I just want to say that we want to bring the whole scene to the marketplace
              Looks really good! Astonishing quality on that eyes!

              Looking forward to seeing this on the marketplace


                Really awesome progress you did last week Bao!

                Thats the current progress of the scene btw, figured I didn't post it yet. Time to step up to meet the awesome quality bar of the head .

                Click image for larger version

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                Environment Artist at YAGER in Berlin, Germany
                Working on the warrior collaboration


                  Looks very good so far.

                  Twitter - @TheCSilverman

                  Ancient Cistern | Advanced Material Pack Ed. 1 | Advanced Material Pack Ed. 2 | Advanced Material Pack Ed. 3 | Texture Pack Ed. 1 | Container Pack Ed. 1 | Road Sign Pack Ed. 1


                    This is incredibly impressive, every shot looks prerendered -- kudos to everyone involved. Can't wait to see this scene in motion!



                      Simply stunning
                      [On Hold]WIP: Vertex-Based Ledge Detection/Parkour Engine

                      Looking for fellow programmers to develop a project.


                        Update .

                        Together with Bao I went to the Treptower Park in Berlin to make some 3d scans of rocks. We got some really nice results out of it with some cleanup and made alphas and brushes for Zbrush out of them.

                        This is one of them in the scene:

                        Two Highpolys:

                        and here you can see one of the pics we used for building the scan. We took around 20 per object.

                        Some new shots from the scene:

                        Thats it for today, hope you like it .
                        Last edited by lenzmonath; 11-05-2014, 06:42 AM.
                        Environment Artist at YAGER in Berlin, Germany
                        Working on the warrior collaboration


                          is it possible to get a shot of the material for the eyes? i thinks its a great material!


                            This is getting more insane!!!
                            Thank you so much for the tutorial, Sir!
                            WIP Action Game -The Admin-


                              Originally posted by aaronkaminer View Post
                              is it possible to get a shot of the material for the eyes? i thinks its a great material!
                              Would love to take at that one, too!


                                Absolutely stunning work guys!

                                I loved the in-depth write-up on the eyes; I'm no artist, but love all the tech explanations on how materials and lighting and everything come together. And off course, I can't help, but to repiterate the others and hope that you would let us take a look at that shader, though I understand if you want to keep it to yourself for now for various reasons.

                                You even managed to make rocks look exciting and beautiful!

                                What I would love to see though, is any concept art or plans you have for the scene or are you just free-balling it?