Recently I have made my first Unreal Tournament cosmetic items; working towards producing quality assets fit for the game and marketplace.
For now I am focusing on a "Simple/Basic" set of items to cut my teeth on and get accustomed to getting functional items in-game. One of the main concerns that is getting discussed on the forums is readability and optimization. For an FPS game you want to maintain an easy-read, and a high frame rate... Much like in most games.
In my opinion the next-gen shaders are too expensive, and I want to reduce the number of passes and materials used for each item. The supplied Beret (which actually looks like an Ascot hat) is pretty low-spec and I am aiming to match that level of complexity for my simple/basic set.
For now I will concentrate on these simple/basic items and creating a flexible and optimized texture set and materials. Such as multiple tiling textures which could be applied across the set of cosmetics, flexible materials to apply custom colours/patterns and effects. The built-in library will also be expanded and I will make good use of these - Meaning smaller files for quicker loading and rendering.
Unreal Tournament is a very fast paced game, and I think the "easy read" is very important, and having high-end and resource intensive assets less important than you might think. UT (Unreal Tournament) is still in early development, but is looking very promising, getting in there early is a great boon to understanding the player's and developer's needs
My simple Fedora - Substance Painter Screen grab. (PBR) |
The Fedora in-game and fully functional - Kinda looks okay without much further work already. |
An early WIP of another addition to my Basic Set. (3DS Max/Mental Ray materials & renders) |
My next item is going to be more exciting, and not part of the basic set. Some form of sci-fi Valkyrie helmet that has effects triggered in-game through certain actions/events.
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