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Week 8

  • Writer: Thomas Green
    Thomas Green
  • Feb 28, 2023
  • 2 min read

Updated: Mar 11, 2023


2.28.23


One big piece of feedback from the mentors was that the overall scale of the environment is too big so I am going to go back and scale everything down.


For reference, our metahuman is 6ft. tall. And you can tell from this screenshot just how big everything currently is.

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Environment fixes


I spent the entire first half of the week rebuilding the environment based off of feedback from the mentors. I fixed the scale issues and I redid the rails to just have metal bars. I felt like the glass panels I was previously using just weren't looking very good and I didn't want to waste too much time trying to get them to look better when there were more important issues to address.

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These are some High Res stills showing how the scale has improved.


I also broke up what I can only describe as a ceiling block into small pieces of geo so it doesn't look too uniform.

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Here is the remodeled Hero Wall I made so that the pivot painter wall was cut out so we wouldn't have any issues with that crashing through other geo.

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Lighting


After I rebuilt the environment I focused my efforts on getting the lighting resituated. I played around a lot with different IES profiles that I had downloaded from the Epic Marketplace last quarter. I used these mostly on little ceiling accent lights around the columns and places that felt too dark. It's been a bit challenging trying to balance out the lights in this environment. It has felt like it has been a constant back and forth of making it far too bright or far too dark. Also getting the color/temperature light has been more delicate than I expected.




Texturing


I am very grateful for YouTube. I was having loads of issues getting the vertex painting in Unreal to not look tiled and painted over. Everything I tried just looked awkward and distracting to me so a friend of mine gave me a crash course in Substance Painter and gave me some helpful YouTube tutorials as well. I am by no means an expert with it but I feel like the results were far better than what I was getting in Unreal.



There is far more texture breakup than before and it's now all nicely packed into a single Albedo, Roughness, and normal map.

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Updated Vis with new textures



 
 
 

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