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Epic Games ha rilasciato un uovo videodiario per l'Unreal Engine 4, la nuova versione del suo celebre motore grafico che promette di fare da vettore per la grafica della nuova generazione.
Il video in questione si concentra, in particolare, sulla modellazione dei personaggi e sull'aspetto di questi, dalla costruzione dei modelli all'elaborazione delle superfici, delle vesti e dei costumi con la particolare resa dei materiali e delle luci.
Il filmato si basa sulla demo "Infiltrator" già mostrata in passato, e mostra come la generazione dinamica in base alla fisica del modello di gestione delle ombre aiuti a definire l'aspetto dei personaggi.
Trascrizione
00:07Hello and welcome to Inside Unreal, where you can see how to make content for Unreal Engine 4.
00:12I'm Zach Parish and I'm joined today by Epic Games Senior Technical Artist Jordan Walker.
00:17Hi Zach.
00:17Hey Jordan.
00:18Now I understand that you worked on the Infiltrator tech demo that Epic released earlier this year.
00:24Can you talk to us a little bit about that?
00:25Sure. So, Infiltrator is a real-time tech demonstration that we use to show off the capabilities of Unreal Engine
00:314.
00:32In it we have high dynamic range reflections, GPU particles with collision, material layers, as well as many more features.
00:45Now if I recall correctly, you used the new material system to help define the look and the feel of
00:51the characters in Infiltrator.
00:52That's correct. So, a character artist would hand me a character model and I would create material layers and textures
00:58to define how those surfaces react to light.
01:01Okay. And we're going to be seeing a little bit of that today.
01:03That's correct.
01:04Awesome. So, why don't we start by taking one of the characters from Infiltrator, and kind of how he looked
01:09in the final cinematic,
01:10and then you can break down how you were able to achieve that look using the tools in Unreal Engine
01:154.
01:15Sure. So, this is the character as he appears in the demo. You can see he has a couple different
01:23surfaces.
01:23There's some chrome buckle here. There's like a military fabric stretched across his chest. There's this padded fabric down below
01:31as well.
01:32And as far as the workflow goes, we would start this the same way we would start a character before.
01:38So, a character artist would create a high polygon model. They would process a normal map from that model and
01:45hand that off to a texture artist.
01:47Once the texture artist received that asset, they would create a few different textures, one of them being a material
01:54mask that kind of color codes where each material goes on the surface.
01:59Now, in this case, when you say where each material goes, are you talking about like the different types of
02:04surfaces that make up the character?
02:05Right. So, here you can see they colored in where metal goes on his mask, and then down here they
02:12colored where like the fabric padding goes and where the black plastic goes.
02:18Okay. So, it literally is color coding the different types of surfaces that make him up.
02:22Exactly.
02:22Alright, cool.
02:24Here you can see the artist creates an asset that's basically a texture that defines where grime resides on the
02:31surface, where dirt collects.
02:33You can see in the cracks of things this texture is a lot heavier, and it's basically saying this is
02:39where the surface is dirty.
02:41This final texture that an artist creates says where the scratches and the scuff marks happen, and they would do
02:49that on the edges of objects.
02:50They do it where a surface maybe like rubs against other things.
02:54So, this is an example of a variant that we made where I took just one of the layers, which
03:00was composite plastic, and said now it's this like orange-y copper metal color.
03:06And that used all of the same textures that we created before. I just swapped out one material layer.
03:13Yeah, and the touch of color actually looks really amazing there. Very nice.
03:16Now, in the infiltrator demo, you actually used a combination of the traditional approach along with the incorporation of these
03:23layered materials.
03:24Can you talk a bit about how you did that?
03:26Right. So, we used a traditional approach to create the material layers.
03:29So, an artist will create a tiling base color, a tiling roughness texture, and a tiling normal map the same
03:35way they would before.
03:36They make that material layer look good, and then they use the new techniques of material layers to combine all
03:42of those together.
03:43And they still use traditional techniques to create the masks, right?
03:47Like, those are created using Photoshop or 3D paint programs to blend the material layers together.
03:53So, how do you benefit from using this hybrid technique?
03:56So, you get the benefits from material layers, which is a really high-resolution tiling material, combined with the benefits
04:02of traditional techniques where an artist is saying,
04:05you know, I want a scuff mark on his shoulder pad, or I want copper on this part of his
04:12body.
04:12And so, you're allowed custom surface information, but it still looks really high-resolution and highly detailed.
04:27So, I understand that Unreal Engine 4 uses a physically-based shading model. Why does that matter here?
04:33It's nice because when an artist creates a material layer, they know that it's going to react to light in
04:38a consistent manner, no matter what lighting condition it's placed in.
04:43This keeps the artist from having to tweak their surface for individual lighting conditions.
04:48So, as an artist yourself, what is it that you want other artists and designers to take away from this?
04:55One of the really cool aspects is that it's very easy to make consistent art across your entire project.
05:01So, you make your metals, you make your cloth, you create your materials that you know you're going to use,
05:06and wherever they're used in your project, you know that they're consistent and they're high quality.
05:11And it's also useful because, you know, say you have this paint that's used in your game,
05:16and you have an art director who says, you know, could we make that slightly more blue?
05:21You can update that one asset, and since it's used across your entire game, everything updates automatically.
05:27So, there's a look at creating highly detailed character assets using Unreal Engine 4
05:32with some of our new material tools and techniques.
05:34Thank you very much for watching, and we hope to see you on the next Inside Unreal.
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