This week I have created a 3D model of a waving flag. I've recently learned how to create wind/waving texture effects in UE4. This is achieved by using the vertex painting tool in Maya to create weights to different vertices which is then used to dictate the level of waving in the material in UE4. Using this method, you can create things such as waving grass and foliage that waves more higher up, but not at its base, which makes it look more natural.
I have used this method to create this collection of flags. The outer end of the flag has a higher value of vertex painting so it waves more, while the inner end where the flag connects to the pole is more stationary! I used Substance Painter to do the textures of the flagpole. I then created the different prints for the flags in Photoshop and even used alpha channels to work as a transparency mask to create a worn/torn version of the flag materials. Finally, I used the UE4 sequencer to create some presentation shots and a short video showing the flags off. Because of the way the material/textures are set up, creating a different print on the flag is as simple as dropping an image into the diffuse PSD, saving it out as a new image and dropping it into the material in UE4!
This short exercise has helped to develop my skills in such things as:
- Using curves and vertex painting tools in Maya.
- Familiarising myself with the Substance Painter UI and workflows.
- Use of opacity masks and wind material nodes in UE4.
- Use of the UE4 sequencer feature.
The ability to create waving textures will allow me to simulate wind, and movement and create greater levels of detail in my 3D environments. Here's some gifs that I made of the flags in action!
And here's a short video (not sure what happened to the picture at 52 seconds!)
You could try comparing this method to apex clothing in ue4. See how much more/less effective each method is against one another for different situations.
ReplyDelete