Friday, June 11, 2021

Labyrinth VR - Seventh Update

As I was out of town for a few days, this was a somewhat lighter sprint for me. I originally intended to complete the second door knocker's facial rig, but as I got it Wednesday afternoon, I decided to focus on making some tweaks to various VFX in the experience instead.

I was pretty unhappy with the custom galaxy cubemap I made for the final level. No matter what the quality of image, it remained stubbornly out of focus, so I didn't consider the quality up to par. As a result, I began looking into creating a "twinkling" sky of stars instead. The material is composed of overlapping noise textures that slowly pan in a circle.

I made this material in UE4 based on a glitter shader I found, and created the base color for the sky in Photoshop.


Galaxy "clouds" - overly bright and stylized so it would show up properly behind stars.
Even this had to be multiplied by a factor of 10 in order to look sufficiently visible!

Twinkling star material.

I also made some tweaks to the "glow" that signifies what the player is supposed to interact with in the experience. The new glow has less harsh edges, and a more interesting ripple effect around the edges of the objects. It still needs to be tested and implemented in the Bog Level,  but below you can see the effect in place.


Below you'll see the changes I made to the goblin eye VFX in the tower. The original effect was a fairly simple orb, meant to stand in until I could polish the effect and make it spookier and more realistic. I drew the shape of the eyes in Photoshop, then took them into substance and made a "blinking" material.


Goblin eyes.

Texture created in Substance Designer. The gradient becomes a dynamic parameter that causes the eyes to "blink" when in the particle system.

Moving forward, I'm hoping that the rig I made for the first door knocker will transfer over to the second one with a minimal amount of tweaks. I know the shapes of the faces and features are quite different, in theory,  I can take the initial rig and move some parts around to get it to better suit the second door knocker.

New "mute" door knocker (right), modeled by Pedro, and original facial rig/controls (left).

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