Friday, November 27, 2015

UE4: Cloud tool

I made a tool to help set dress the sky.
It uses an atlas of cloud textures and applies it to an array of meshes with a color gradient.

Since shooting I've reversed the gradient and added an opacity fade to the distant clouds. I think it improves the look.

These particular clouds are meant to be viewed near the horizon at a distance, so there was no need to go into volumetric lighting (though that does interest me, and I hope to explore it in the future).

Monday, November 9, 2015

UE4: Useful object gradients

I needed to scale some vertex animations based on an object's bounds. This was my solution.

Friday, June 12, 2015

Flying Car development

I've been working on a flying car like the one in Distance.
I'll be updating this post with more work in progress videos as they come out.

1. Basic character movement, ability to toggle flying movement mode. No pitch control in air yet. Camera lag and rough leaning animation. FOV increases with car speed.

2. Aerial pitch control and speed boost with placeholder boost particle.

3. Up vector conforms to surface normals (had part of the math wrong so it snaps 90 degrees when activating this). Gravity not dynamic yet so car falls off the side of tubes. Also added new boost particle, electricity on surface of car and shockwave when landing.. Speedometer is temporary just for testing, no plans to improve it.

4. Placeholder ground electricity particle. Up vector averages over several frames for smooth transition. Camera shake added to shockwave.

5. Added screen warp (similar to "Witcher sense" from TW3:WH). Started working on interactive foliage that reacts to vehicle and shockwave but it rotates the wrong way.

6. Made custom tool for placing the foliage, fixed rotation issues and added placeholder alpha to the plants. Also added trail behind car that fakes lower restitution on foliage and a toggle to zoom the camera between two settings.

7. To do:
Get dynamic gravity working (still have some rotation issues because of the way the player controller works) Rotation issues are fixed, but the workaround caused other issues with driving up slopes.
Smooth transition between flying and falling
Smooth out leaning animation when turning
Finalize the control scheme
Misc. camera stuff
Other
---
This was being developed as part of my senior thesis. Here is the final result:
And here's an uncut run through the entire level: