Wednesday, October 12, 2016

Homework 5: Game Assets

The landscape was the first asset that I created.


This figure shows the material editor, and how the landscape material was created. The lower left portion of the blueprint shows how the landscape texture changes as a function of slope. The top middle shows the base textures along with the normal map. The lower right shows the creation of different assets that were used in conjunction with the grass tool. Those labels will now show up in the Paint section of the landscape editor. Each grass type has options associated with it that allow the adjustment of density, placement jitter, cull distance, LOD, scaling, etc.

Some changes were also made to the third person character.


These adjustments include giving the character the ability to fly by pressing the "F" key, adding the HUD widget to the viewport, and giving the player health.

The radar pulse was created by editing a radial gradient the I made in Photoshop and, after performing some math operations, applied it to a tangent curve with time I was able to animate it by expanding it out. With the radial gradient, black equals zero and white equals 1. This can be used to our advantage by multiplying the gradient by certain values and then clamping those values to change the boundary where white fades to black. The characteristics of the ring (thickness, speed, color, fade) are fully customizable by changing the values of some of the constants. The figure below shows the math on how the ring was created and animated.


The final figure shows an in-game screenshot with the HUD.


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