Saturday, 1 November 2014

Week 5/6

This week was about more small props than anything and getting what I'd modelled UV'd. Firstly, I wanted to replace the floor for an fbx rather than the UE4 bsp.

I'd recently joined Pinterest and decided to use it as the main source of my reference images.

It's a great way to have a 'wall' of images that you can just scroll through and have all in once place. It's definitely a process I will carry over to other projects. Not a lot of people who visit the shop take photos of anything but the stairs so it took me a while to find the image on the left, but luckily I did.

The floor in the shop has a little track that a cart follows (to return books I assume?) It looks like it comes from the front door and then down the left side of the stairs and ends at the back of the shop. I decided to implement the pattern as it seemed to fit in with the gothic style but I wouldn't be having a cart, even if it is quite a cool aspect.

Using the door model I had from block out and the scale model, I centred a plane for the pattern section and then had 2 planes either side for the normal flooring. I decided to have the floor in sections so I could have better resolution for the floor.


PBR wise, this was my first attempt at it. I kind of understood what it was about after looking at the Unreal Engine documentation (Link at end) and the lecture Jon gave us about it. I created the base albedo for the flooring, used xNormal for the normal map and then took it into UE4. Even though I had used Unreal breifly over the summer, I had only glanced at the material editor. Luckily it's pretty simple. After plugging in the albedo and normal, I tried playing around with constant values for the specular, so I could get a better idea of what the differences were between values and how it would affect the texture. I figured it would be a good way of not wasting time creating maps to use a constance for some attributes, but only in the case if the texture has one material. Like with the standard floorboard panel, it's just wood and could probably look okay with having a constant rather than a specular map (I made one anyway though for good practise). Whereas with the patterned panel, I wanted the pattern to be matte rather than have any shininess to it, so in this case it would require a specular map which had different values.  




In Engine shot of the floor w/ textures

Next up was the cauldrons. I wanted these in my scene as I think it's a good asset to use particles with (steam, bubbles etc) and could help bring some dynamics to the scene. 

Here are the 2 types I made, although thinking back I should have probably made more for variation. (I did plan on making more but ran out of time)  From looking at films and Halloween props online, the closest texture I could think that would give off the look I wanted, was plaster. Still smooth but had that slight bumpiness to it. So using a plaster texture (Link Below) I edited it and came out with a nice looking albedo for the main part. I also made a simple gold albedo for the stand for the one on the right. The stand has a different texture in Maya so in UE4, I can add the metalness, spec and roughness.




                     








I like how this material turned out and it looks quite nice on the cauldrons in engine.














Whilst I was modelling the cauldrons, I thought the stand could be re-used for a crystal ball. I moved them in slightly so the ball had something to rest on. The bottom left corner is a shot in Maya and the larger image is in Unreal. I made a smaller ball on the inside so I could place a glass outer to improve the look.

I reused the brass values from the cauldron base but changed the albedo colour slightly with a constant3vector to make it more gold rather than brass.






I think it's worth mentioning this website I used to find specific colour values. Encycolorpedia (link below) You just search the colour you want, eg. for the image below, I searched gold (for the crystal ball stand) and it gives you loads of options and information that you can copy straight in to photoshop or Unreal. I've used this website for quite a few colour values for my textures.

For the actual ball material, I wanted a flowing fog effect similar to the one in the Divination classes from Harry Potter (left). When creating my RTE map, I had a flowing fog from the content browser that I edited the speed of and it was the same sort of I thing I wanted, but contained. I knew that particles wouldn't be very good as I think the collision doesn't work on other objects (?), either way I thought it would be best to create the effect in the material.

If I created a tile-able cloud texture, I theoretically thought that I could just make the texture scroll along an axis and that would have the effect I wanted.

I looked through the nodes in the martial editor just to see if something would catch my eye and I found 'panner' under coordinates. I changed the speed on the X & Y and it came out how I wanted. I then made a few colour variations and applied it to the model in the viewer. I had a UE4 glass material on the outer ball, but with the cloud effect underneath, I didn't think it looked very good so I deleted the inner ball and had the clouds on the outside.






Unreal Engine PBR - https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html

CG Texture Ref - http://www.cgtextures.com/texview.php?id=33550&PHPSESSID=ud42de4lp1jq2sn38lr6s3rdm6

 - http://www.cgtextures.com/texview.php?id=16517&PHPSESSID=ud42de4lp1jq2sn38lr6s3rdm6

Encycolorpedia - http://encycolorpedia.com/ffd700

Crystal Ball ref - http://nogwarts.blog.cz/1307/kristalova-koule

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