I would like to show to you guys a demonstration of a “wrinkle effect system” that I’m working on!
This is my first try and I used three normal maps, 1st the standard character’s normal map, 2nd normals for brows up and 3rd normals for brows down. I also masked them in order to represent both sides of the characters face. I also did some C++ in order to get morph target values from animation at runtime… the current SkeletalMeshComponent::GetMorphTarget(FName MorphTargetName) doesn’t work properly.
I’m planning to keep developing a very generic and simplified wrinkle system, so people can quickly add the effect to their characters, and to repair GetMorphTarget on Github through a pull reaquest… so Epic, wait for me there!
I may release this generic simplified version at Marketplace for less than 10 bucks, so I can work on a more complex and optimized system for 50 morphs or more for AAA like characters!
What you guys think?