Coming up to the final two weeks of the project, this will be my last entry detailing what I have been working on. The team and I spent this time sending over our finished and textured assets to the programmers so that they were able to implement in unreal begin to work towards completing the vertical slice.
To do this, I had to make sure that I had properly put all assets into their own separate zip files with each individual models(UV unwrapped) and also their own textures sets in them. The texture sets including its base colour, normal map and finally its occlusion roughness. Each texture is especially crucial when it came to assigning textures in unreal as the wrong map will not make it at all how it is previewed and rendered in substance painter and give it a very odd colour.
Having sending these off to the programming team, it was up to them to build the rest of the models with the textures into the game in order to complete the rest of the vertical slice. The rest of the implementation detailing, the lighting and making sure everything is in the correct place for completion and from taking a look at the assets in unreal, they look really well inserted.
During this week began going over the textured assets to make sure that they well unwrapped and textured for the programmers to implement into the game. The UV and texturing including, the chandelier, battle axe and the fancy table.
However, I realized that afterwards that I had textured the candles for the chandelier incorrectly. So I had to go back to the original Maya I fix the issue. In order to fix this issue, I had to assign the candles and different lambert. This was because in substance painter, each material assigned to different parts of the chandelier corresponded with a lambert from Maya. This was actually contradicting the research which I conducted last week as I believe by doing this was a lot more effective and efficient in the texturing process. So by assigning the candles of the chandelier with a lambert of its own. I was able to change the texture of the candles to a more appropriate texture. A white wax texture.
After some research and experimenting, it was time for me to begin texturing my assets. Starting off with the table and the chandelier as they were of a higher priority compared to the battle axe.
For the table, I went with a dark oak wood texture as what you would find in an iconic goth scene would typical moody colours such as black, brown, etc. In addition, when searching gothic-styled houses, it was typically associated with dark wood. This allowed me to create two wood textures fitting for the table and after some feedback from my team, we went with the darker wood.
As for the chandelier, I went with a rusty steel black texture. As to represent ageing to the asset as the scene it was going to be in was a ruined castle which had been there for centuries. The steel very well complimented the chandeliers basic shape, as testing even a lighter shade of black did not fit with the chandelier very well.
This week I took the time to research and look into substance painter to be able to texture the assets properly for my team and be able to understand how to properly export the assets so that my team did not have any troubles implementing them into unreal.
What I have also learnt while researching is by using the UV, I am able to texture different parts of the model in accordance with the UV unwrapping of my asset. Which, will be crucial, when it comes to texturing the models as I would like to assign different materials to different parts of the model. Moreover so, how I can generate different filters onto a material to give more of a polished look.
Finally, when it came to exporting the textures, from what I saw was I have to make sure firstly, to change the output template otherwise the textures will not be able to export properly. In addition, to make sure that the file type to Targa as this allows better use for creating and using alpha channels in order for the textures to come out better and be able to be properly assigned. Moreover, to change the file size in correspondence to the size of the textures as not to waste unnecessary pixels and keep the size formatted correctly.
Once I had finished modelling all the assets that I needed to do. It was time to move on to unwrapping the UV’s for each of the models and begin to prepare them to be textured in substance painter.
What I had done for the table was the standard automatic UV unwrapping. As the basic shapes for this model were more oriented to a more cube shape than the axes and the chandelier’s cylindrical shape. However, I did have to make sure some of the faces were bigger than others so that textures would not come out so stretched for those specific faces. As for the axe, I had to make sure to combine the axes head to allow for the UV texturing for those specifically to be shared and not individual to save time texturing.
And finally, the chandelier. The chandelier was my biggest obstacle because of the complexity of the shape. Firstly, I needed to make sure to combine the duplicates of the shapes into one to allow them to share a texture set to put into on udim. Because using the function automatic, ending up breaking the rings specific shape into a not every well seamless texture. I had to move each individual part including the candles, candle holders, the base, chains, and hook into separate udims to allow for the texturing process to be a lot simpler.
Another asset, which I had tasked myself with was the fancy table. As my art lead had taken the fancy chairs to model and texture. I need to make sure that the table complimented the chairs which he was going to make, and made sure that it also fitted the criteria as well.
What I believe made this tables asset stand out more was the unique pattern that was carved into the wood. Which I believe was the key element to the gothic theme. However, unlike the chandelier I made, I had to make the gothic pattern manually rather than using the boolean tool. This allowed the pattern to be a lot cleaner keeping in mind that I will be needing to unwrap the asset in order to texture it. In addition, this asset did not require me to use the boolean tool as this way may have been a bit inefficient, but a lot more effective in the long run as to help me develop my creative skills.
After creating the chandelier, it was time to move onto the battle axe. Because the battle axe was is going to be a background prop. I do not need to worry about creating a high poly version of the weapon and only need to focus on creating a low poly asset. The creation of the axe comprised of creating the axe head and the handle.
After some extensive research, I found a lot of the axe’s quite basic and leaning more towards a Viking aesthetic. Which was not what I wanted when creating this asset. I wanted it to cater more towards the medieval my team and I was going for. And after some more research, I found the axe which was more suited to what I wanted to create.
Following on towards the modelling process, I was able to achieve the axe that was suited to the theme that I was going for. As the axes double head and unique design pattern allowed me to achieve the medieval style which I was going for.
This week, I had begun to create the assets which I had chosen on trello. The asset which I began to work on was the chandelier. What I had done was I got a pipe increased the size of the hole in order to get the basic shape. I then proceded to create the holes in the chandelier, to do this, I cylinder and create a 2 x 2 shape in order to get the ideal shape. I then booleaned the cylinders into the chandlier creating the chandeliers base.
For the candle holders, they were made usings spheres, torus, and cylinders. To get the main shape of the candle, it was from cutting a sphere in half moving the vertex’s top, and extruding its bottom face in the shape as shown below. I really enjoyed creating this asset as I was able to get down the base for the model and replicated it almost identically to my reference.
For the first two weeks of journey man, we were introduced into what we would be covering for this semester. What this would include would be, the teams, the theme of journey man – Coin op recharged plus also finding out who would be our supervisors for our team and the remaining semester. The team, in which I had been put into would be team 10 as an artist.
We then had a meeting for our team introducing ourselves and discussing what sort of game we were going to create for our vertical slice. We were then shown 3 different games in which we were to chose one in order to (remaster) as these games had represented the theme of coin op. Our team ended up choosing castlevania. And as part of the recharged aspect of the theme, we decided to create a beat up em styled castlevania in reference to popluar beat em ups such as scott pilgrim the video game and final fight.
We were tasked to research into the game we were taking inspiration from. During my research, I could see that castlevania was heavily styled into a gothic medieval theme. Meaning that the assets I created where going to be styled more to an old day time period rather than anything of the present.