Conservatory - Week 3, Day 5

General / 08 November 2019

Today I put together my terracotta trim sheet and applied it to my plant pots.



  

I just took the materials I had made the day before and blended them using masks:


  

In Unreal Engine I set a blueprint for the UV offset to be random within the 4 terracotta version when the plant pot is moved. I also added a scalar parameter multiplied by the albedo to have a variation on how dark the material is, so I could have more variety even though I only have 4 versions of the material. The UV Offset variable is an array with the numbers 0, 0.25, 0.5 and 0.75 (locations on the UV map where each material starts). It goes through a "Get copy" node with the "Random Integer in Range" having a minimum of 0 and maximum of 3 index (the 4 variables from the UV Offset array). This blueprint was partly a continuation of the one I made for the book cover colour variation in the previous project, plus some help from my colleague and tech artist Sophie Pette.



  


I also finished making the duvet. I used Marvelous Designer to create the high poly mesh (following this tutorial):

I then brought it into Zbrush and used ZRemesher to get a more sensible topology I could work on. I further cleaned the topology in 3Ds Max, bringing  and brought it into Marmoset to bake it. This is how it looks like in Engine:


The material on the duvet is a tiling fabric, and the Baked map is blended with the tiling normal with different UV coordinates:


Conservatory - Week 2, Day 2 - Materials

General / 29 October 2019

I spent the rest of the week and yesterday still modelling and finishing my modular kit.

Today I made some materials, the first being a terracotta floor tile:



For this material I wanted to experiment with the nodes Flood Fill, Flood Fill to Random and Flood Fill Mapper. I could have made the herringbone pattern by using shapes and combining them but the Weave Generator already had the pattern ready. What it did not have, however, was the ability to give the "tiles" luminance variation and more random masks (it has masks for horizontal and vertical tiles. By using the Flood Fill nodes, I was able to add height and colour variation.


With the masks from the Weave Generator I was able to add some directional "damage" that terracotta tiles often have.

I also made a brick material today:




Here is some of the reference for it the materials:


The room is currently looking like this. The HDR being used at the moment is from HDRI Haven. It might change later.



I currently have the tiles on the floor set to World Position but I might change that in order to vertex paint in a less costly way. For now I just wanted to see what the texture looked like.

Tomorrow I will start modelling plants, which should populate the room a bit more and make it look less empty. I have other things needing modelling like a duvet, books, and other bits and bobs.

Captain's Cabin - Week 3

General / 17 October 2019

I decided to add some water to my level as the HDR water didn't look very good. The water I made was created with the help of my colleague Sophie Pette, a.k.a. the Water Master.




I have also decided to give the windows some dirt and grime, and some undulation as glass in the 18th/19th century was not very plane. I follow this tutorial to make a master glass material. I added many other things to it:




I wanted the windows to look more realistic so I modelled the groove where the glass planes would fit in the frame. I gave the window glass some depth and gave it a green/grey material to imitate glass thickness from the side.

I made wood variations for vertex painting and added a little more geometry on the floor. I vertex painted the parts of the floor that would be stepped on more often. The first picture is before vertex painting:


After vertex painting:


I didn't want to bake the chair and bookcase but I wanted pretty  decorations on them. I decided to make decals in order to apply them. I used some height maps I found online to make decorations, then brought them into substance painter and added details to it such as a wood material, wear marks and roughness variation. These are the originals:


These were from this website.

I am very pleased with how they look on the furniture:




The rug texture was taken from Wikipedia. It is a historical Persian rug.

Captain's Cabin - week 2

General / 11 October 2019

During week 2 I finished modelling and started making materials and texturing. I spent a while following this wood material tutorial by Jaako Saari, and adding some of my own touches to it.


 


  



I also made several other materials, some to be used as they are and others to import into Substance Painter to make textures. These included a metal base (to be multiplied with colours to make other metals):



  

A leather material:



  



  



  

A book pages material:



  


A chain material:



And a fabric material. For this one I used an image of a baroque pattern for time saving:



  


  

(This is the image I used, I did not make this. It was taken from the website Free Design File).


I also followed a tutorial by Mike Pickton (I don't think it is available online)  to make a material and blue print in Unreal Engine to randomise the colour of the books in the scene when I moved them. I textured the book in grey scale to add a colour overlay. I also added a mask so it would not affect the golden filigree:



  


  


  


The scene is currently looking like this:



  


  


  


  


  


The lighting is the next thing I will tackle (as well as finishing the texture for the globe). At the moment the light is not baked. I don't have any shadows yet so things appear to be disconnected.

To do list for week 3:

- Parallax occlusion for the floor planks

- Take a picture of a real rug and feather for texturing

- Trim Sheet

- Globe textures

- Lighting

- Letter texture (I will make it by hand with a calligraphy pen)


Stretch goals:

- Making a simple water texture and mountains in the horizon 

Captain's cabin - Week 1

General / 04 October 2019

I wanted to finish modelling by the end of the first week but unfortunately I still have some models to finish. I made a couple of textures too. Here is how things are looking like right now:







On Monday I will start making a wood material and hopefully finish modelling everything. I will spend week 2 probably texturing and making materials.

Starting 3rd year

General / 01 October 2019

I am going to be doing only environment briefs for the professional brief part of the year. I decided to start with the pirate ship, as it looks like a contained, small environment. I want to focus on small and well made environments for the first half of the year. While I looked for reference, I entertained the idea of making a pirate's tavern inside a ship; however that would mean I would have to spend time concepting. As the project is only 2,5 weeks long, I decided against it and went with the more common Captain's Cabin. For that I was able to find a concept I like and am basing my environment on (loosely), the concept is by Sergio Fernandez. It is a stylised concept but I wanted to make a realistic version of it:




Here is my PureRef:






I tend to start off with more general references, and as I get more into the details of the scene I look for more specific and detailed reference. I find it important for my process to start modelling the overall environment as soon as possible, because it makes me feel like things are getting done.


I like creating environments around a character's story, to add little pieces of narrative to it. The character for this room is a woman who left her fiancee, not because she did not love him, but because the sea was calling her. She misses him and fights feelings of guilt for leaving him, but she knew she needed a life of adventure and not that of a married woman. I intend on having and unsent letter on the desk addressing her ex-fiancee, maybe a locket with their names and a heart on it. As a counter balance, a pistol and gold coins will also populate the desk.


Right now most of my environment is a blockout, but the walls, windows, pillars, beams, ceiling and floors are almost done:





I have not started working on the lighting properly yet. I found an HDR that might change later, from the website HDRI Haven, and positioned the directional light to align with the sun. Other than changing the directional light's temperature, I have done nothing else at this point. Right now I just wanted to see if the room looked about the right size and if the light coming from the windows looked like it could work. Next I might start on a tiling wood material. Most things in this environment are made of wood and that will give me a jump start on mood, colours, contrast and lighting.