![]() Make one for every morph target you want to influence the normals, and then apply the chosen morphs to the heads, one morph to one mesh.ĭuplicate all of the heads again, make a new version that removes absolutely everything other than the parts where you want the normals to change (so the neck, back of the head, ears have to go). The only parts to stay should be the parts with the material that will make use of the dynamic normal map (so, in this case, the face).ĭuplicate the head. But Blender and GIMP are free, so no excuses!įirst, you'll have to remove every part of the skeletal mesh that is irrelevant. ![]() We are using Blender and GIMP in this tutorial, but you can use any modeling and photo editing software you like. ![]() We will probably use a different technology for him, since we use NeoFur now for the fur effect, so this is only for demonstration. Because Sal has fur, these normal maps are pretty subtle. For a human, there could be additional wrinkles on the nose, under the eyes and such. For example, Sal here has normal maps for raising each individual eyebrow, for frowning, for raising the inner portion of his eyebrows, and for opening his mouth. You'll have to decide which morphs should activate normal map changes. To start out, you must have a finished face model with bone-driven morph targets. Dynamically changing facial normal maps in Unreal Engine 4
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