Nameless Voice on 23/7/2017 at 01:04
I've been working on this.
[video=youtube;nYoj3uBGWP0]https://www.youtube.com/watch?v=nYoj3uBGWP0[/video]
I spent far too long making it, since I first needed to learn how to do a lot of the things I needed for it, such as how to make proper skeletal mesh animation, how to use Substance Painter, and how to hook it all up together.
The skeletal mesh is rather convoluted, and I had to try various different setups before I got one that looked right. It basically has two lines of bones for each stack of pages, one for the top of the stack and one for the bottom, and both bend together to give the effect of the page stack spreading out as the book opens (the actual book stacks are basically textured cubes, given shape solely by the bones animating.)
There's one loose page which is moved about to turn the pages, and that has its own set of bones (including some side bones to let the corner curl a little during the animation.)
Inline Image:
http://i.imgur.com/SGRUNIa.pngThe pages textures are dynamically generated from UMG widgets as needed - those widgets are basically simple GUI layouts that can consist of text, graphics, etc. laid out as needed, and get applied on top of the page texture and baked, then assigned to the model.
Pyrian on 23/7/2017 at 01:53
Wow, that looks terrific. ...Maybe consider selling it in an asset store? Lots of games need a really good book.
henke on 23/7/2017 at 09:34
Wow that's really cool NV! Cleverly set up. :D Only flaw I see is that when the new pages are generated at 0:12 they're a bit brighter than previously. Maybe because the lighting that gets baked in is at a different angle than the previous set? Perhaps having seperate lighting that only affects the pages might help here?
Yakoob on 24/7/2017 at 05:15
Working on a new trailer, video feedback welcome :)
[video=youtube_share;OibXMq5EyTQ]https://youtu.be/OibXMq5EyTQ[/video]
Pyrian on 24/7/2017 at 17:57
Wow, now I want to play that game. Wait, I have played that game, lol.
The latest Jimquisition makes an interesting point: By forcing developers using the free version to display their logo (while builds from the professional version do not), Unity ensures that end users overwhelmingly associate their engine with low budget products.
Nameless Voice on 24/7/2017 at 21:32
Putting it up in the UE4 Marketplace is an interesting idea, but I don't quite know how that would work with regards to triggering it - I can turn the pages here because it's hooked up to my "usable objects" system - though I guess I could just leave triggering the page changes functions for the person buying them to worry about.
Quote Posted by henke
Only flaw I see is that when the new pages are generated at 0:12 they're a bit brighter than previously.
Argh, it took me so long to figure out what was causing this. I tried changing everything, until finally someone suggested that lighting on those vertices wasn't being updated because they weren't actually moving with the bone - and, right enough, that was the problem. The very centremost verts on the page were not attached to any bone, and so they got "left behind" by the lighting system.
wildmage on 25/7/2017 at 11:24
Quote Posted by Nameless Voice
I've been working on this.
[video=youtube;nYoj3uBGWP0]https://www.youtube.com/watch?v=nYoj3uBGWP0[/video].
This looks really nice ! :)
I planned to do something similar but I think that task ended in the black hole of feature creep.
Pyrian on 27/7/2017 at 00:34
Grinding away on Glade Raid watercolor environments. Here's the new dirt and grass hexes - third painted iteration of each:
(
http://imgur.com/2uPuTac)
Inline Image:
http://i.imgur.com/2uPuTac.pngEach terrain type has four variants, now. They're distributed such that the same image is never adjacent to itself, without forming a pattern (you can do the former with just 3).
Yakoob on 27/7/2017 at 20:55
oh nice. I can still tell the hexes apart but it carries a nice painterly feel to it :)