CRYENGINE just reads the translate values of blend_control_01 to 04 to drive the wrinkle mask. The 1st column depends on your preferences and how you as a Setup Artist want to drive the blend_control_01 - 04 helper joints. The different ranges are evenly distributed on the channels - from 0 to 255 with a gap of 20 in between the first and second ranges and a gap of 10 in between the second and third ranges, this prevents the channels from mixing into each other. Presently this is "hardcoded", so if you use more than 3 Channels per map channel, then code changes will be necessary. Therefore, you have 12 wrinkle areas that you can control. The different channels, red, green, blue and the alpha channel have been split into ranges so that more than 3 or 4 channels can be addressed independently and drive different areas on the face. The mask texture being used to define the areas and ranges to be influenced by wrinkles is an 8-bit per channel, 32-bit *.tif file (this includes the alpha channel). This tutorial is designed to demonstrate the tech, hence some elements shown such as a perfect wrinkle normal map may not be as they would be in a game production environment
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