Sunday, November 30, 2014

GA326 Blog: Miner Inconvenience

Miner Inconvenience was a two player co-op game I made with Zach and Mike.
I was responsible for programming the game and making the UI.
This video shows the cutscenes and basic mechanics for our game:

(I didn't have a 2nd player to help me record at the time)

Saturday, November 29, 2014

GA320 Blog: Couch UVs

I wanted to see if I could tile just one portion of a texture (bottom fringe) and also have mirrored UVs all on one asset. Turns out it's possible. There's one graphical error where the fringe tiles, I think it's because of the value that the fmod returns. Hopefully it's not too big of an issue with the final textures.
Here's the final asset and textures:


Wednesday, November 26, 2014

GA320 Blog: Peeling wallpaper

Decals weren't cutting it so I made some peeling wallpaper with polygons. The hanging strip can be offset to get more variation from a single texture.

Wednesday, November 19, 2014

Tuesday, November 18, 2014

GA320 Blog: Spline Mesh

This will give our group more flexibility than a standard modular couch. Saves on poly count too.

GA320 Blog: Group material

Made this so we wouldn't have to spend time in class pointing out who did what.
There's probably several faster ways to do it, like having everyone put something in their own materials or renaming all of their files to work with some code*, but this was all I could make without editing other people's stuff.

*Tried this. Unreal keeps a reference to the old name, and for some reason uses that when playing, so the code only works with meshes placed after the name was changed. As far as I can tell there's no way to delete the history of names.

Monday, November 10, 2014

GA335 Blog: Roughs

Some more rough than others.

Saturday, November 8, 2014

Monday, November 3, 2014

Lantern Shader Update

Some seniors were trying to do the same Lantern Shader that I did Sophomore year, and it didn't work the same in UE4 as it did in UDK. Transforming the camera vector from World to Tangent fixes this.

Sunday, November 2, 2014

Flipping Normal map for symmetrical objects

I saw a normal map here, that was only for half of a symmetrical object, which lead me to make this.
The UVs (I just made a plane for this) are mirrored across the U axis, as seen in the bottom of the image.
Or just multiply the normal map by -1,1,1. Not sure why I felt the need to use Appends.

Note: The red channel is being flipped because the mesh is vertically symmetrical.