Visual Immersion

I have gathered some more references as I noticed i don’t have a clear idea of exactly how my assets should look or how to go about modelling. revisiting my references has also given me ideas for vignettes to include within my scene. For example, I would like the dock area to have several smaller fishing boats and a larger boat preparing for voyage. There will also be smaller houses and a market nearer the beach and the larger houses will be built on top of the ruins, creating a contrast of old and new.

For some of the modelling I was confused about the most efficient way to bevel my models, and noticed that even with beveling, smoothing the mesh would sometimes still cause strange artifacts. This was due to a lack of supporting edge loops around the bevel and having bevels along an edge that didn’t complete a full loop.

I solved this by beveling smaller parts of the mesh first to reduce the task and pinpoint mistakes. this way i could go back and add the required edge loops and after beveling i was able to merge some of the extra vertices that were causing ngons.

Lighting workshop in unreal engine

I found this workshop very helpful as I learned about the levels window in unreal engine, which I haven’t used before. We also looked at how to set up basic global lighting with a hdri. I also found the shortcut cntrl shift p very useful for moving around cameras or directing light sources, and using the command high res shot 2 was also very useful. I had experimented with post processing before but it was very insightful to see exactly how Elliott would set it all up, and I hadn’t used colour grading before either.


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