Hello there !
Some time ago, I decided to try making some 3D environments.
For my first attempt, I want to make something like in this picture of an abandoned asylum, using UE4 :
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I already got the top-down design sketched on a scrapbook, and most of the modular walls are modeled.
Here's the scene so far with the assets I made
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I even managed to create some procedural texture for the walls using Substance Designer, with exposed parameters that I can modify on the fly directly in UE4 :
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Among other things, the possibility to change the color
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And the damages on the wall
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I have started assembling the walls together but I have a problem with the lighting :
Even with a blank material, each wall get a different shade, resulting in a seam in between
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Any idea on how I could fix that issue ? I think this has something to do with the lightmapping, but my knowledge in this domain is quite limited
Thanks !
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Replies
Instead I would recommand you to do your room with bigger walls to avoid the issue. (It is also the answer that had provides Epic during a live they did about lighting
You can also have a modular assets that works in "collaboration" with the wall (like a beam or a door frame, something hiding the lighting seam) if you truly want to have modular assets.
Then maybe you can shift gears and go back to the materials once you are happy with the overall blockin. The bones are super important, so I'd really consider iterating on a rough blockin first.
As you suggested, I decided to setup a camera with the angle I wish to have, make a more thorough blocking of the scene, and worry about the lighting/texturing in due time
As for the plaster effect on the wall material, I will add another exposed parameter that will allow me to change its intensity depending on how it looks in UE4
There's a good topic on it here.
I am in the middle of modeling the props but I have a question regarding the textures : Should I start texturing the props as soon as I finish modeling them, or should I wait for all of my props to be modeled to texture them afterwards ?
Personally I would create dummy versions of all the props to get your scene composition right, and also so you know exactly what models / textures you need. That will help you decide where you can share texture sheets, use modular pieces, etc. Other people can just start texturing parts and build the models around them, but (again, personally) I lack the planning ability / creative thinking for that. Experience plays a major part in that, too.
I finished modeling and placing the rough mid-poly models (doors, doorframes, windows, etc.) to get an idea of the proportions and how things look so far. I also placed the unfinished plaster texture and UE4's stock wooden floor to see if it helped getting a better feel for the composition of the scene.
I am now going to work on making the low-poly models and give them proper UVs and Lightmaps.
At this point, should I already start working on the lighting, or should it be for later toward the end ?
Same than for the wall, I made half a dozen different instances for the ceiling, putting some variations between the holes, the cracks and the grungy moss
Applying the textures to the scene. Once again some tiles get darker than the other (but the wooden planks don't seem to have that issue ??), I guess it will be fixed once I start putting some proper lighting. Hopefully.
Now onto the next step : texturing the props
@eCstatic thanks for the feedback !
For example: the patches of exposed wall under the blue paint - kind of just hap hazardly placed - maybe the ones lower could hav ebeen caused by furniture being moved or or some guy losing his shit and throwing something, but the one at the top isnt really supported by any details, maybe a crack in the ceiling showing foundation settling and structural elements that have shifted or sunk, creating a minor crack that leads to the bigger patch of damage, or some water damage that has worked its way under the surface from the floor above, maybe from a leaking bathtub, but you'd need to tell that story on the ceiling as well.
- I guess what im trying to say, is link these details together, and create a cohesive 'picture' that the viewer can link the elements and allow their own mind to tell that story. When details are placed all over, and just tiled around... it doesnt have the same effect as if it was carefully thought out, and intentional.
- also think of another floor material or something else to cut up that gigantic amount of wood floor.
- I'd echo the scale notes from @eCstatic
Keep going!
I could edit it in photoshop but then I would be unable to modify the decals' shape on the fly by using the exposed parameters or I would have to re-edit the opacity map every time
Opacity map in Substance Designer
The basecolor map in UE4, with visible transparency despite the opacity map seeming totally black and white
The decal being much darker than intended
The next step for me is to create more hole variations, grunge and water damage decals