Author: Alice Denyer
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post process and rendering
to place localised fog in my scene, i made a material using the nodes and exponential height fog. i then applied it to a cube and placed it around the scene. i found that placing the fog like this could help to guide the viewers eye around the scene and towards the main hero assets.…
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UE5
Tutorials I used Cloth simulation Niagara VFX Waterfall VFX tutorial making caves tutorial: island and water tutorial waves settings i decided to make a new ue5 project as my other one wasnt scaled properly. this time, i used the character as a reference for the size of my island. to get started faster, i used…
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adding textures
watched a tutorial for substance designer as i was struggling to make nice textures. i also decided to make a mood-board/ reference sheet just for the textures. there was already a linen cloth texture in substance painter but not wood planks i could use for the hull making wood planks texture in substance designer started…
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week 10
Even though i duplicated some of the assets before UVing them, i could still be efficient by using the transfer attributes option. I also found it useful to go into the hypershader and right click a material and choose select objects with this material. this way i can assign the material to all the assets…
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week awesome
Having put some of my textures together in unreal engine i have been able to reflect on the style i’m going and the overall colour scheme. i think i need to revisit some of the models and redo some textures over the Christmas break. It was pointed out to me by Amil that my textures…
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week 9
When importing as an fbx into maya, some of the pieces were transparent. I fixed this by going back into maya and combining the separate pieces that shared the same material. i think the issue was something to do with the grouping in maya so combining it all down into only 3 objects made it…
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week 6
I made sure all my current assets had UVs for the beginning of this week so that I could start rebuilding some of the assets and construct some of the structures I wanted in my scene. the process of UVing and duplicating took much longer than I expected so I am glad I did the…
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week 5
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…
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week 4
I am aiming to finish modelling my assets. I have had to remake some of them as the ones I want to make high poly in substance painter needed bevels on the sharp edges, as I found out in a workshop where we looked at subdivision modelling and smoothing groups in Maya.
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week 3
Modular asset creation Although I am using Maya, I found this Blender tutorial helpful for modeling roof tiles: How to make easy japanese rooftiles for your project. [Blender 2.9] – YouTube SimplusMaximus Totalus (2021). How to make easy japanese rooftiles for your project. [Blender 2.9]. [online] YouTube. Available at: https://www.youtube.com/watch?v=E4IodKfftuk [Accessed 17 Oct. 2024]. I received…
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week 2
Below are some thumbnail sketches where I have outlined what I would like to include in my environment. I started off by sketching some of the ideas I had for the boats and architecture: In unreal engine I made a simple block out that I would be able to draw over for the thumbnails. As…
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Week 1 planning
To get used to creating 3d environments, I made an environment in unreal engine with pre made modular assets following this YouTube tutorial: Sensei, U. (2022). Unreal Engine 5 Beginner Tutorial – UE5 Starter Course 2022. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=k-zMkzmduqI. Below is the environment I made: I also experimented with placing mega scan assets into…