To give the cloth more realistic movement and weight, I re-imported it and made a physics asset on import. I then went into cloth painting mode, and tried changing the influence to 1000 and painted the entire cloth. This caused it to warp and flip around, and I realised that I needed to leave points of tension as a lower values.
I then experimented with wind direction effects to get the cloth to sway, but I struggled to get it to work properly, as it looked like a sail even with light wind speed and weight, and when placed on the outside it didn't affect it much. it is noticable though when placed diagonally facing the corners of the room.
I wanted to make blood decals to indicate that there had been some sort of fight or battle amongst the messy palace rooms. I started by photobashing a backgroundless image of blood to the correct shape that I wanted. I then exported this as a PNG and imported it into UE4.
I then made a decal actor to position and size the decal, before making a material. I plugged in the texture and changed the settings to decal. I plugged it into the opacity and base colour inputs. However, once I saw it in engine, I decided that it wasn't really visible, especially in the darker areas of the level.
Before using emissive.
After using emissive
I also placed one dripping down the side of a tomb stone
I decided to make a second decal for rugs. I noticed that in Assassins Creed Origins, my groups main style guide, the rugs were stamped on to the ground and did not take up any geometry.
I made a design by photobashing the texture of a real rug, and combining my alphas to make patterns.
I then drag and dropped it onto the decal and resized it.
No comments:
Post a Comment