My Project: I made a library that opens out into a snowy plain, with little shrubs and a blizzard particle effects. With some trigger boxes that causes a camera shake and bookcase to fall and one to crumble.
- Watching tutorials to learn how to use unreal engine 4 to learn the basics, continued doing this throughout the process.
- Planning: not much planning but I did brainstorm some ideas based around the concept of a hallway, I wanted it to be simple. Therefore I went for a library. as this project is more of an experiment/to learn the program of unreal engine 4.
- Making assets in 3ds max, I made simple ones such as walls, floor, ceiling, bookshelves and a ladder. used a human scale model, that was provided for reference to ensure everything was to scale.
- Assigned material IDs for texturing.
- Export to unreal, using a downloaded tool provided that simplified the process
- Imported assets to unreal and begun construction. During this process, if faults were found in the assets then they were adjusted and re-imported. Unreal engine 4 makes this process easy as it should automatically update the assets in unreal.
- Adding simple textures, attempting to make a master material.
- Added trigger boxes and added animations/events to occur when triggered. Also the creation of destructible meshes.
- Create textures in Quixel, creating texture maps including normal, albedo, roughness and metalness.
- UV map required assets.
- Import materials and drag and drop onto assets/actors.
Benefits of my Workflow: I twisted the recommended workflow a bit due to technological limitations, due to how the texturing is done in environment modelling it allows for some flexibility in the order in which you do things to some extent. The process allows for changes (particularly in model structure) very easily. It allows for mistakes to be discovered early and easily resolved, especially through the first stage of modelling, when making the assets to scale.
PBR textures commonly used in Unreal Engine 4:
Roughness- visual texture given to asset, smooth and shiny, rough and matte or anywhere in between. A greyscale map is used.
Normal- depth to textures, finer dimensional details given to the asset.
Emissive- gives a glowing effect/produces light.
Albedo/Base- surface colour/s of the surface of the object.
Metalness- if the material is metal or not, effects the reflectivity of the material. If the material is metal then the albedo is used to create the reflectivity. Uses a greyscale map, usually either black or white. Black being non-metal, white being metal.
Opacity- transparency of the object, used in the creation of foliage textures as they can make parts of the surface invisible.
Ambient Occlusion- maps that affect how the ambient lighting reacts to the surface (how much light bounces/reflects off the object).
As well as the tutorials made by Steve.