As much as I like to have unique textures for my objects to
give them a more lifelike feel, this is not practical for the scene, and modularity
is something that needs to be practiced. At the moment after recalling an article
I read on Vertex magazine I decided to try and replicate a process of creating
strips to use in multiple objects. The result was a success but in use it does
create a rather odd outcome with the normal maps when applied to some objects,
mainly the bannister where the edges meet, so I had to make the UV’s thinner to
avoid the edges having a strange outcome. However the end result is something
that I am happy with and should work well, if not then it can still be applied
to other scenes in the game.
Sunday, 28 September 2014
Saturday, 27 September 2014
Edited the Floor texture
In the end I decided that the texture was way too dark and
just did not look in place with the scene that I had in mind, as well as the
scene that is in the concept art. At the moment I’m working on one of the stair
bannisters, but I think it would be wise to start getting models into the game even
though they have not been light mapped. Just to get a scene of scale and where I’m
at. It will also help with the placing of object as all I would need to do would
be to export over the top of a FBX model and reimport/update it in the content
viewer in Unreal.
So anyway hers the updated Floor texture which is looked
pretty much exactly how I want it to be, unless at some point I want to change
it again, but that shouldn’t be happening for a while yet.
Thursday, 25 September 2014
Just got UE4
Well, in the end I decided it was worth the effort to just
head straight into Unreal Engine 4. Everyone is using it for AAA games and the
PBR is worth learning. So far the UI is a little hard to navigate, its easier
but a little bit complicated to an extent but also easier to use, probably just
need to get used to using it. PBR looks pretty impressive, and it looks like
the general features that I’m used to in UDK are still there. So it’s time to
move my entire scene from UDK to UE4.
I am also in the process of updating the metal floor texture with PBR and updated details. I'll have to replace the Normal Map some other time for the moment as I do want to get the scene finished and then work onto the scene to update anything that needs updating.
Sunday, 21 September 2014
Stair Compleat
I have been working more and more into the project and
moving things into UDK. Going to France tomorrow to see the War graves and the
aria where the Battle of the Somme took place so should start up some inspiration.
This was pretty challenging to UV unwrap as I tried to avoid
over lapping UV’s. When I decided that some had to be overlapped to increase resolution
it caused some problems when it came to putting them into dDo and normal
mapping from Maya especially. In the end I relied on nDo to help out. I couldn’t
create an object space normal map because of the overlapping UV’s however since
there are stairs dDo worked with them despite the disadvantage I was giving
myself.
I managed to give the new dDo extra time to work on and
experiment, managed to fiddle around more with the program to give me multiple
detail masks which I wanted, so it seems pretty good. I think I’ll need to play
around more with the setting though in order to give me more fluent details,
ill need to find a way of changing the angle of the scratches so that they do
not look so repetitive in the scene. Until next time I’ll experiment more with
dDo in the future.
both are real time PBR.
Saturday, 20 September 2014
Moving into UDK
Managed to get the cupboard into UDK from Maya without having
to change the scaling much as I was trying to work in centimetres but export it
into meters with the FBX, turns out that was not necessary as it would make the
model 100% bigger than necessary, which is confusing since the last time I tried
I had to change the entire scene to a larger scene. But anyhow, it seems to be
working smoothly for the moment so I’m not going to complain.
The cupboard seems to look ok in UDK, although it doesn’t
look too good with PBR maps with an unsupported PBR system, and even when I try
to edit the material with all the textures it turns out little results. However
it works and when the time comes I can move it into UE4. So its easier to get everything
prepped in UDK first and then when I’m happy that everything is working
together with light-mapping and so on I’ll make the leap into UE4.
Here’s the preview so far, going to move more and more
objects into the UDK scene, I’ll be testing out the look of the flooring too,
however since there is a Normal Map problem I’ll have to re-make that part
again which shouldn’t take long, but it’s something that is low down on the priority
list.
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