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《Drifting》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.

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The making of hair

News 2 comments

Hi everyone!

A couple of years back, I was fiddling with Nvidia's Hairworks toolset to see if I can create realistic hair inside UE4. At the time it is a hobby project, I was aiming for a small tech demo showcasing realistic hair with character animations and physics. Little did I know, years later, the project became one of the reasons that drive me to make the game 《Drifting》.

At the time, I was following the tutorial posted on Nvidia's official website, which is a good way to start off creating hair strands in third-party software, however, along the way I developed a few tips and tricks that help me to get things done quickly and efficiently.

Using 3dsMax hair and fur modifier to create hair guides, I found out it is much easier to work with multiple modifiers instead of one modifier. By creating multiple modifiers, I can enable/disable each hairpiece individually which makes the "grooming" process (brushing, cutting, scaling hair guides) much more efficient. Additionally, after importing to UE4, each modifier represents a single hair component, which allows me to make minor adjustments to each hairpiece should I felt the need to do so.

hair front combine


hair right combine


hair back combine


(The colored lines on the left side represent a single hair and fur modifier in 3dsMax, the yellow outlined hair on the right side is the corresponding hair component in UE4. Noticed the tip of the backside hair has a reddish color and is much lighter than the rest of the hairpieces.)

After importing .apx files to UE4, the process of adjusting hair offline / run-time becomes much faster and simple since all of the parameters are controllable through Blueprint system. That being said, the method I found easiest to work with inside UE4, is to create a custom actor component storing all the Hairworks component parameters on "begin play event", this custom component is then used to manipulate all the Hairworks parameters at run-time.

The benefit of using this method is to prevent game logic from accessing Hairworks parameters directly which simplifies the manipulation of hair for other gameplay systems; additionally, the initialized parameters stored inside it can serve as a baseline for run-time hair manipulation.

Below are just a few examples of run-time hair manipulation.

hair normal 04 text

(Baseline parameters without any run-time modification.)


hair wind mass text

(Stronger local wind and lighter hair mass. Notice each hairpiece respond to wind differently,
the backside hair has the strongest wind response.
)


hair glint 01 text

(Brighter hair color for root and tip.)


Last but not least, here is the tech demo I made a few years back, showcasing realistic hair with character animations and physics.

(Noticed at 1:54 the collision response between hair and shoulder bone. The collision cylinder is
pre-assigned in 3dsMax, Nvidia's Hairworks solution does not provide world collision in UE4.
)


I hope you enjoy my article and found it interesting to read.

As a friendly reminder, since I am currently moving to a new apartment, I will not have internet access for a couple of days next week, hence, the updated content during 08/03~08/04 is canceled.

Have a wonderful weekend! ヽ(‘ ∇‘ )ノ

《Drifting》 Wall run system revised and improved

《Drifting》 Wall run system revised and improved

News 2 comments

Turning camera whilst wall running now gives a much smoother animation blend; The addition of vertical wall running and sliding gives players an extra...

《Drifting》 An improvement of UI

《Drifting》 An improvement of UI

News

Now the center of the screen is much more concise, which also enhance player’s ability to aim properly; The newly added dashing meter allows players...

《Drifting》 A small improvement in wall dashing mechanics

《Drifting》 A small improvement in wall dashing mechanics

News

This new feature enhances the player's momentum and allows even more maneuverability since the player can now choose to dash immediately before wall running...

《Drifting》 Camera Motion System

《Drifting》 Camera Motion System

Feature 2 comments

The challenges in implementing this camera feature are two folds: Different animation requires different camera offsets and blend out conditions; multiple...

Comments  (0 - 10 of 13)
Sielentus
Sielentus

that new update looks pretty neat!

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rit2040 Creator
rit2040

Hi Sielentus,

Since most of the active accounts here are game devs, I figured some would be more interested in reading articles that share the technical side of game development.

I'm glad that you enjoy this week's update, wish you have a nice weekend! :)

Reply Good karma+5 votes
Sielentus
Sielentus

Thank you, i wish you a nice weekend too (:

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ethyl
ethyl

thicc

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rit2040 Creator
rit2040

Hi Ethyl,

Thank you for your interest~

Have a wonderful weekend! :D

Reply Good karma+2 votes
Sielentus
Sielentus

Interessing concept. i will keep a eye on that project (:

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rit2040 Creator
rit2040

Hey Sielentus,

I'm happy to see you are interested in my game. Please feel free to comment or like on my weekly update content~

Wish you have a wonderful weekend :D

Reply Good karma+2 votes
mestrexp
mestrexp

Jogo parece incrível! Está disponível para baixar?

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rit2040 Creator
rit2040

Hi! Mestrexp,

Currently, I'm still fine tuning the combat system and tweaking animations and especially re-adjusting the UI layout, if the combat system feels solid enough, I may consider releasing a demo in the future.

Please stay tuned for more updates every weekend! :3

Reply Good karma+2 votes
1samitree1
1samitree1

Great looking game seems incredibly fun the movement system really look flushed out cant wait for the release.

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rit2040 Creator
rit2040

Thank you for your interest, I will continue working on it :)

Wish you all the best!

Reply Good karma+2 votes
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