--Week Five--
I began the week working on some foliage, baking down the
grass I had made at the end of the previous week and modelling the branches for
the trees. I baked down the tree branches too and arranged them the best I
could in a tree shape, using planes cropped tight to the edges to try and
prevent issues with overdraw. I’m not 100% satisfied with how these models
look, as they are viewed from quite low down and therefore the planes are very
visible. I decided to try and improve their look by editing the vertex normals.
I did this using Maya, by transferring the normals of
another shape. This took a while since I hadn’t tried it before and there
issues I hadn’t expected, but eventually I got it to work. The picture below
shows the tree before and after I tried this technique- I think the effect is
interesting but not much better as it is. I would like for the tree tops to
appear darker since they are where the sharply shadowed planes are most
noticeable. I almost certainly will revisit them.
The next asset I did some work on was the steps outside. I
created a base mesh in Max which was composed of two pieces of stairway, and
imported it to Zbrush. I sculpted it so it would resemble pieces of flagstone,
which took a fair amount of time. I then used Zremesher to create a lower poly
version. I wasn’t too happy with the efficiency of this however, so before I
attempted any baking I cut out the main steps and replaced them with chamfered
versions of the base mesh. This worked well since the steps themselves were
fairly regular shaped, it was just the walls around them that needed more
polys. However I’m not completely satisfied with the outcome, as when I
imported the mesh into UE4 the normals didn’t look as convincing as I had
hoped. This may be an issue I have to fix with the albedo. I would probably be needing to revisit them anyway due to how I plan for them to intersect with the ground.
At the end of the week I started making the landing pad, but
I worried about the amount of time it was taking, and by the end of the day I
decided I wanted to focus more on assets for the building’s interior. I had
been working on the bed’s headboard to fill time here and there so that was the
obvious starting point.
--Week Six--
I did toy with using a cloth modifier to create the bed’s duvet,
but that wasn’t going to give the puffy look I wanted so my only option was to
sculpt it from a base mesh made in Max. This turned out to be fairly simple,
and I managed to make the fabric quite convincing. I textured it with dark
colours decorated with a printed lace pattern that I drew by hand, using yellow
to match the feature lighting in the headboard. The bedframe, headboard and
bedside cabinets were combined together as one asset. With the lighting unbaked
the asset looks quite appealing, with the yellow lighting from the headboard
and subtle blue lighting from outside. However, when the lighting is baked the
asset becomes quite difficult to see due to the dark colour, and the light from
outside is no longer visible. This may be because I have tweaked the world
settings and global post-process too much when trying to darken the exterior of
the building, so I will need to revisit this later. Another issue I’m having is
positioning the light in the bedroom so it appears to come from the headboard.
Right now I am more concerned with ensuring I produce all the assets I need so
this shall also be postponed.
It was at this stage I realised I had completely forgotten
about collision on the assets I had made so far. I added checkboxes for both
collision and lightmaps on my asset list so I wouldn’t end up forgetting about
it until last minute. I then created collision for the main building. The whole
structure is still one large asset, so the collision ended up being formed of
over 40 boxes. This doesn’t seem to be a problem.
I then modelled three different kinds of door for the level-
a front door, a balcony door and one for going between rooms (though I now
realise I haven’t made wardrobe doors yet). Due to the house’s modern theming I
was able to create them in a way that they only needed tileable textures. I
used a tutorial to make blueprints for them. I had never worked with blueprints
before in UE4 so I had problems with some pretty basic things, such as changing
the base mesh and materials, but I worked things out eventually. An interesting
extra stretch goal might be to make the door handles move when you use them,
but any animation I try and utilise will be used on more important assets such
as the orrery.
My final task of the week was making the seating. Due to
their simple design I could use the cushions I made for the whitebox, so I
modelled the frame off them and imported them into Zbrush. I just needed to
sculpt the seams on and some subtle creases for realism so it didn’t take long.
However, when I tried to bake them down in max I found that there was a lot of
strongly visible noise. After playing around with the settings a bit I managed
to decrease it, then I baked it out twice the size I was going to need so I could
resize it down and decrease the noise further. The albedo I was originally
create as a map but with the cushions each being one solid colour I decided it
would be more efficient to make a tileable I could change colour and apply to
each.
Next week I will continue to create the main assets for the interior. I feel I should make some of the kitchen assets next to fill the room a little more.