13/12/17 Final Render Todays session consisted of finalizing the environment level. Making sure all assets were textured and ready to be exported into Unreal. The below images are the textured assets in Maya before being exported into Unreal. The next stage was to export into Unreal. Initially selecting all the objects of the environment, and export all option. Selecting a first person option for the project in Unreal, and importing the environment into the game engine and creating a project file, the final work for the environment could be finished off. The final work included lighting, rendering and adding collision to the environment. The first issue with initially importing the level into Unreal. The environment had been imported all separately. This caused problems with building the lighting as originally there was 138 objects. Making the environment pitch black. Although t...
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7/12/17 Texturing As a continuation of yesterdays texturing, the texturing on the environment was finished off by applying the textures to the appropriate models in Maya. Initially the environment was uploaded into Unreal to be textured and the lighting to be completed. However there were some problems with linking the texture files to the models in Unreal. As a result the assets were textured in Maya and once completed exported into Unreal. When applying textures, it is important to change the name of the texture files to know where that the correct files are being applied to the appropriate assets. Above is a untextured image of the environment in Unreal game engine. Once the environment is loaded into Unreal, lighting will be appropriately applied, leaving just the two other members of the group to attached the other environment rooms together.
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6/12/17 Texturing Today's session was a continuation from last week's texturing of assets for the environment. This required exporting the assets from Maya, saving them as a OBJ file, and importing them into Substance painter for texturing. Substance painter provides a large array of painting & texturing assets. It has proved to be a great tool in this process with the options available through it. Substance painter has several materials for assets, as well as making the assets looking new and glossy or worn and used, to also texture patterns such as panels or grid marks, and warning signs to imprint on to models. Substance painter gives the user different ways of painting and texturing the models such as changing brush sizes, opacity options, material choices and combining these tools together to give the models a unique look. Below are some example pictures of the assets that have been textured in substance for the past week. ...
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29/11/17 UV editing and texturing Models Today's session focused on finishing off the environment level and its assets. Completing the last of models and laying the environment out getting it ready to be textured and eventually exported into a game engine for rendering. There were some late changes to the environments shape. This was the original shape for the environment, the blocout image above. The original shape was kept until problems began to occur with the layout and size of the floor and wall panels causing large gaps in the walls. It was then decided to go with a square shaped room than the existing shape, with the intent of quickly resolving the large gaps between the panels on the edges of the room. This did work more successfully. Although there were still gaps, the gaps could be filled by using a smoothed rectangle, which worked well with the environment. The next phase was to add the UV edited assets to the new shaped ...