Raziel: Integrated Model

Raziel: Integrated Model

This is the final version of Raziel integrated in the engine. Complete with cloth simulations and the wings are physically simulated bones.

Raziel: Skeleton

Raziel: Skeleton

Raziel was built off a 3ds Max Biped, with aditional bones for rigid bodies and simulation. some basic eye control was added to at least give him some expressions.

Raziel: Cloth Simulation

Raziel: Cloth Simulation

The use of NVIDIA Apex cloth was put on the essential parts of the model.

Raziel: Simulated Wings

Raziel: Simulated Wings

The wings were boned in a way that the torn part would always be simulated and weighted in a way that they would be rigid enough when gliding, but otherwise as flappy as the original title on Playstation.

Raziel: Under the Hood.

Raziel: Under the Hood.

Raziel was built entirely in Unreal Blueprints to drive everything from basic controls and abilities to the handling of post process effects.

Shader Example

Shader Example

The shaders were straight forward, this is a sample in-engine towhat was possible. The artist would decide if he needed the material to have custom "spiritual" effects, and could override the default maps with any that would suit the material better. The handling of the spiritual switch was done in a Material Parameter Collection and tied directly in the gameplay blueprints for a global gradual swap.

Post process switch.

Post process switch.

When the player toggles world, the post process effects of the camera will smoothly switch between states, modify it's FOV in the same way to give the spiritual world an eerie feel. The shaders on the environment are also toggled. The blue glow is vertex painted by the artist as needed.