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Sunday, 18 June 2017

Final Scene

Final Scene.
I changed some assets, add some new ones, fix some lighting issues, play around with vertex painting (walls) and splines (cable)



















Process step at a time. ( making gifs in photoshop might not be the best, a lot of frames were corrupted)

Project room: week 5

During the last few days on working on this project I put all my assets inside UE4 scene and then tweak around a lot to make it look good.
When I started this project I had some base narrative for this environment in mind, but after working on it I decided to focus more on just making this environment believable, like a place that somebody could live in. This is part of environmental storytelling to.

Until I put everything in the one scene I didn't really know how all elements will sit together. Even when they look good on they own they might look bad together, and that what's happen here. ( and I supposed that's why making concept art is a good idea)

 





Take 2. Unifying colours, making everything sit together nicely.





Take 3.
Adding them details.








Take 4.
Playing with lighting and postproces volume. Adding lighshaft Some changes in room shape.







Optimization.
In UE4 you can check how performance heavy are some of the elements of your scene. Like polycount and shaders.



(it just looks nice in on;y lighting mode)



Project room: week 4

During week 4 I focus on making materials for mesh I made during week 3. I applied the same rules as for the materials I created 2 week prior to this. Lots of meshes share the same material. I focused on a little details, but I also wanted to add some uniqueness and personality to them.













For some meshes I disassemble them for the baking process to any errors on my normal and AO maps.

Substance (IRay) render of one of the assets.










Project room: week 3

In week 3 i focus on creating new assets, smaller items to fill in the space inside the room,









I played around with nCloth in Maya to create some of the meshes. At first it was kind a confusing for me to save them but I found a method. First I duplicated nCloth  mesh, than I export it as a obj, import it to a scene and then save as a fbx.

Project room: week 2

In week 2 I focus on creating materials.
Of course I created my materials in substance. I observed different object in the real life in search for little details that makes them look believable, like they belong in the world. Like dust, stains, random bumps etc.
One thing I discovered when I exported my materials to UE4 is that the roughness and normal intensity is very different between substance and ue4.








Some substance renders.



















Project room: week 1

So in the first week I focus on creating furniture for the scene. I didn't create any concept art or sketches but had pretty good idea of what I want to do.

























I tried to stick to low polycount, so for example

when I  could I used flat planes for a face instead of 2 faced models etc, but I wasn't to restrictive.






I kept the Texel Density uniformed across all models. So There were instances where I had to use 2 materials for one model, and other when I used one material for several models.

And sometimes I put few uv shells in the same place. If I understand it correctly (and I may not) in the past that wasn't good thing to do, because engine generate light maps just by coping the first uv channel. But now UE 4.16 and probably few of the previous version generate lightmap based on uv shells themselves. Again it might not be correctly, unfortunately I couldn't find good info on that.

In the end of the first week I start creating a scene in ue4.