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Week 13 - Project Reflection
I enjoyed working on this group project but I wished to do more work and exploration inside the ue4. My work focused purely on 3d modelling and texture design, but I really wanted to learn more about creating naturals (grass, trees and flowers) and using blueprints in the engine. Despite the fact, I was pushed every week into models, texture and materials fixing and design, majority of my textures were not used in the project at all, as well as door materials with material instances. I was really disappointed to see that team leader didn’t use my gravestone asset; as well as I wasn’t never asked about my addition asset which I was creating; hanging baskets and pumpkin lantern – lanterns were made by other team members. I added the gravestone to the project myself (after submission) just to be able to show it in the Halloween scene. I believe the team leader should have better managed our group project, there should have been more ue4 testing with first created assets (scale, poly counts, style, etc.) to avoid fixing it up over and over again after every team meeting. During the semester I also had a chance to learn how to use a Substance Painter and I’m sure I’ll be using it for my future projects. Overall, it was a great experience to work on virtual environment project, and the final outcome of our teamwork is quite impressive.
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Week 13 - Gravestone model + texture Additional asset creation for scary Halloween plot.
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Week 13 - Cat in the window I used one of the window model to place a silhouette of the black cat in the frame for additional Halloween plot asset. Used 3D blender with uv map to create emissive texture for ‘cat in the window’ lighting effect.
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Week 12 - Gravestone Halloween House plot - mesh ready to be used
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Project Issues
Week 12 - Last minute changes
During the Week 11 group meeting, once again I was informed that there was something wrong with my entire asset. My doors, windows and covers had too many poly counts and I must change my entire asset to be below 500 polys. Additionally, my door textures had to be changed from 3 materials per door (door, door handle, door frame) to just one. So, I had to go through all my models and textures and redesign them in very short period of time – again. Also I was informed, that our entire asset need be set up again as a new project file, so that involved addition group meetings and extra days at KG computer lab to individually implement and set up all of our asset.
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Week 12 - Door Textures FINAL - Material Instances
4 different door models with different colour or pattern variation I created material instances so the door colour could be quickly change in the engine.
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Week 12 - Door Covers + Window SETS
4 different window models with matching door covers x 5 different colour or pattern variation
All models and textures can be mix and match together to create different street house look.
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Week 12 - Door Cover Textures FINAL
4 different door cover models x 5 different colour or pattern variation
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Week 12 - Window Textures FINAL
4 different window models x 5 different colour or pattern variation
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Week 11 - All door textures I created...
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Week 11 - All house textures I created...
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Week 11 - All windows textures I created... Some textures were okay to be used in the project - some too detaied and complicated :(
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Week 10 - Houses / Windows / Doors / Doors’ Covers Textures Design UE4 Testing
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Week 10 - Window Texture Design Creating textures with Photoshop. Once again, because I couldn't replace my previous window assets (group lead said no), I had to work with existing UV maps for texture designing - It was extremely difficult to get it right. :/ ... but made it!
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Week 10 - Door Texture Design Designing textures in Photoshop and testing them in UE4. Because I was not allowed to use Substance Painter to create my textures I decide to use existing UV maps to design (in Photoshop) more interesting textures to imitate dirt, scratches and shadows.
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