this is just a test project i'm currently working on...
I'm focusing my work on improving character creation and gameplay, and for now everything will be related to Character Geometry materials code and animation. So I decided to share a bit of my work here just for fun.
This is the main character I've created to work on:
3dsMax Render:

UDK Render:

- The geometry is finished, but I may tweak a bit the hair and the shoes;
- There are some texture that still needs to be refined or created like the diffuse and normal maps for the shoes;
On some materials i tested some of the DX11 features, like SSS for skin render
currently I'm working on the camera code and related content:
- I made a 3rd person flexible camera, and the code is designed to be easily able to switch between different camera settings: by default I use a near offset camera when the player is walking and I will then implement a further camera for running.
- I created an animtree for the player and placed two AnimNodeAimOffset:
- The first one will drive the direction of the pawn sight calculating the sine of the rotation of the camera related to the pawn rotation: the result is that, from behind the player will look at what you're pointing, and from the front it will look in the opposite direction;
- The second node will drive the player spine bend while the player is walking and changing direction;
here is a first video that shows this features (but it's a bit fast):
Any comment is welcome
I'm focusing my work on improving character creation and gameplay, and for now everything will be related to Character Geometry materials code and animation. So I decided to share a bit of my work here just for fun.
This is the main character I've created to work on:
3dsMax Render:

UDK Render:

- The geometry is finished, but I may tweak a bit the hair and the shoes;
- There are some texture that still needs to be refined or created like the diffuse and normal maps for the shoes;
On some materials i tested some of the DX11 features, like SSS for skin render
currently I'm working on the camera code and related content:
- I made a 3rd person flexible camera, and the code is designed to be easily able to switch between different camera settings: by default I use a near offset camera when the player is walking and I will then implement a further camera for running.
- I created an animtree for the player and placed two AnimNodeAimOffset:
- The first one will drive the direction of the pawn sight calculating the sine of the rotation of the camera related to the pawn rotation: the result is that, from behind the player will look at what you're pointing, and from the front it will look in the opposite direction;
- The second node will drive the player spine bend while the player is walking and changing direction;
here is a first video that shows this features (but it's a bit fast):
Any comment is welcome

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