For the texturing I used substance painter, as I said in ‘Ovreveiw
of the project and what I struggle with!’ blog. I was having a lot of problems of
importing the animation into UE4 which took a lot of time out for my project. Finally,
I found the solution to the problems and was working correctly but once I started
to add the textures to the meshes another problem started, the modules in ue4 didn’t
have the corrector textures allocated to meshes so I had to redo this again. After
fixing the problem in Maya with the meshes having the right textures, I had the
same issues first time round of importing them in ue4. I could add the mesh and
the texture but there was no animation. I ran out of time in the project so I put
the working animation as this the target for the project but that’s why the texture
are just one strand colour.
Lighting I have used lighting within my project to achieve an authentic and realistic setting from the perspective of the player. Looking at the references by artists, I have focused on recreating these ideas. I have done research on how to maximise lighting in UE4 without overcrowding the scene. I felt that this is the best route to follow. The first thing was the lighting points, in this case, they were the fixtures. After this, I placed some subtle lights down the walls and looked at the overall environment to see if I was gaining maximum realism. Making sure that my placement of these lights was as realistic as possible. I spent time finding a tutorial online, which showed me some new pointers on how to use lighting in various different ways to what I originally intended. This was useful in maximising the realism of the environment scene.
Comments
Post a Comment