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2D Eye Rig Atlas-Based [Help Needed]

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    2D Eye Rig Atlas-Based [Help Needed]

    So I have made a few posts here and there in the past, but this is the first none theoretical one.

    I have been making some assets for my game, and would like to Implement them soon. I have made an atlas of an eye blink animation (I have a lot more but They are irrelevant since the system isn't in place yet) as well as a separate image of the White and another for the Iris. What I want is to make them into two materials one for the eyelid and one for the inner eye. I have never worked with sprite sheets or anything like that for Unreal, so I'm not exactly sure where to start, but I hope to accomplish a few things:

    1: make a material for the outer eye that has an animated texture from my Atlas

    2: A material for my inner eye which has the white as a static texture, with a separate Iris texture that can be panned around controlled by a variable or set of variables allowing the eye to look around independent of the blink

    3: Make a controller/Blueprint that can be used to create basic AI or tracking capabilities for the pupil

    4: Dynamically swap between different versions of the atlas and inner eye materials....so make a happy state and sad...as well as say a blue pupil.....and green pupil etc

    So here is the Atlas each frame is 547x526
    Click image for larger version

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    I have a total of 8 different animations for the eye on separate atlas (is this good or bad to separate them into Normal/Happy/Sad/Angry atlases or should they be one big atlas?)

    then I have the white which I made a shaped one as well as a filled version (Not sure which to use)
    Click image for larger version

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    and lastly The Iris: how do you add two images together in the material editor with lossless quality? I don't want the pupil colors influenced by the White
    Click image for larger version

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    So the Idea is to have some geometry overlay the eye section of my player models face that the outer eye material goes it is static but the material animation makes it appear animated...and the inner eye would be two slightly curved planes that the white will be one with the pupil added over top able to move around it by panning

    also here is a gif example of my eyes so far tell me what you think
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    Attached Files

    #2
    Id give the iris a mask that you can use to blend them. Do the same for the Eyelid and you can subtract that from the Iris to make it disappear when the eye is closing.
    You might also want to consider doing your whole setup for just one eye and mirroring the geo for the other one using the same textures, should cut the necessary resolution in half.

    Edit:
    Hm, thinking about this a little more your specular and stuff is not going to change this way. Have you experimented with using meshes or normal maps to drive a stylized specular?

    Comment


      #3
      I have not used any special specular tricks no, and also the highlight would be reflected wrong, as well as needing to do twice as much panning and texture swapping. since the eyelid will be in front of the inner eye it wouldn't need a mask it would just eclipse it naturally

      Comment


        #4
        The eyelids have been sorted
        Click image for larger version

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        the eye ball textures are masked but I don't know I proper way to control the uv coordinates by variable
        Click image for larger version

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        Comment


          #5
          Hey Golbez22, Are you creating your animation tiles yourself? LOOKing Good. EyeManga3D can achieve all your goals and much more. I'll be submitting next week. I recommend evening up the dimensions of your Flipbook Texture to a multiple of 2 ie (512x512) or (1024 x 1024) for better mipping.
          HeadlessStudios.com is now part of TheGameDevStore.com

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