Saturday, March 14, 2020

3D Reflection 33 - Implementing character mesh, materials and rig in engine

I started by checking that my materials were assigned correctly and checking that the rig was well weighted before exporting all from 3Ds Max.



At first when I plugged in my materials I had issues with metalness an roughness values appearing inverted. With help from my tutor I identified the issue, which was that I needed to untick an option in the material settings.




I also had issues with the Subsurface Scattering mask. I was able to apply it to the entire body but not individual areas, despite masking it out. I decided that without the additional Subsurface  mask, the character still looked realistic, and there was minor subsurface that had been exported with the material maps anyway.




I encountered another issue, regarding the size of my texture maps. I found that I had surpassed the 18 MB limit, and so I needed to reduce the size of one of my maps. I decided to reduce the size of the accessory normal map, as the details would not be as prominent and large in engine, so it would not make much difference visibly, and it put me comfortably within the 18 MB limit at 16.5 MB.


The results were still effective.


I found that the details were still of high quality and I was happy with the realistic appearance of my character.



The next stage was to implement and reassign the bones to match the UE4 rig.  I found this a challenging process as I found it easy to make mistakes with the bones I was matching up.




At first the test animations showed what I thought was incorrect rigging on my behalf from my max file. The wrists and feet were deformed. However, after changing a setting I saw an instant change as the skeleton matched up with the UE4 rig.


I went back into the bone managing window and removed the bones from the fingers as I decided that the Pharaoh did not need to have moving fingers for his role in the game. 




The test animations showed that my rig was successful.





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