This week I was mostly applying textures on my structural assets and test it out in unreal. Still got lots of other assets to do, also my lampshade is too thin so I'll need to get back to that. And I tried adding some dirt and wear when texturing in substance painter but they still look a bit stand out in my scene so I need to figure out how to fix that later on.
For the wall itself I made a very simple green plaster in substance designer, without too much damage feature on it, so it doesn't mess up with its tile-ability.
Here's an overlook of my modular assets that use the trim sheet and tile-able texture.
Basically each modular mesh use two or three material slots, one for trim sheet texture, one for the plaster wall, and occasionally another one for variation. First I set up all the uv inside Maya using my texture as a reference, and import them back in unreal to assign the instance materials.
Because I was using the same texture density(5.12pixels per unit) for trim sheet and modular mesh, I can just unwrap all the uvs in the same scale using the set density function in maya's uv tool, that way all my texture will be applied in the correct scale as I planned.
To avoid the seam between each joint meshes, I move and snap their uvs next to each other, and also because my meshes are created according to the grid system, it made it easier to unwrap and snap inside maya without stretching the texture.
And even there's still some seam can't be avoid, because how I made my wall textures, it still won't be too noticeable, and I can also cover them up with decals in unreal later on.
For the corner piece, I 'butterfly' the two uv faces, and have them overlap at each other, and add some edges in the center to soften the sharpness of the corner.
So this is my progress this week, let me know what you think!
Next week I'll learn how to set up a proper master material in unreal to have more controllable parameters, also need to speed up finishing more props like my sofas and stools.
Thanks for checking out, see you next time!
My artstation: https://www.artstation.com/hsclaratan/blogUpdate 7:
The end is already close. I finished with modeling and now fight with collisions. As a result, I decided to abandon the trim for the props. Because when I started planning it, I realized that it would largely duplicate the main trim.
Seems to me like it could be part of Epics push into Film & TV. Make it so those teams don't have to radically alter their asset production to make use of real-time rendering.marks said:If you read through the documentation it is very revealing. Nanite + Lumen both look like .... they were built for a quite targetted set of content, rather than being highly generalized solutions. It'll be interesting to see how the technology develops.