Jump to content
  • Advertisement

Devlog #1:My Eyes

Sign in to follow this  
Jozin

927 views

Hi everyone. It seems new UE eye model requires specific UV coordinates and mesh, so custom shapes with custom uv / or no uvs  was not possible .. until this moment. Suppose we have some kind of  nice looking eye shapes (for test purposes I took the ones from the Emily project), unfortunately its uvs not corresponding to those delivered with the UE eye model, also the eyes have custom orientation, etc.   So we have at least 3 possible solutions here: 1) rip off the eyes from one of UE/paragon characters 1) fix the uvs in any modelling app 2) implement some kind of automatic uvs  with adjustable rotation/scale of iris. Despite of simplicity of two first approaches the third one gives us much more. And its not so difficult. The solution is to generate tangent basis and uvs in the shader/material itself. And this is not mistake, in the several cases  transform from tangent to world space could generate artefacts due to  discontinuities on original uv space, just like this:

bugs.png.1637646660cc05ab6f48d115aa29a979.png

The original uvs left below have discontinuities at poles unlike from uvs from UE docs (right below)

uvs.png.d20d9313f35b2735a0d26d4e28796810.png

The result for eyes without any uvs you can see in the header, the rotation and scale of uvs is fully adjustable

 


Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!