Friday, 27 April 2018

Almost there

From feedback, I created an outer section to the windows - Also redone some of the inner sections of the window. 


UE4 Renders: 

This week, I used vertex colouring on the back walls; made the flying buttresses thicker; added all the new window stuff; added LUTs in post processing; made sure all of the textures are aligned properly; sorted out the lighting; also added a bit to put behind the windows to give the illusion that there's something behind the window; I also played around the lighting I put behind the windows that now the lights will cast the colours of the stained glass window - I used the light function material to achieve this effect 




Note: this is the simple mesh I placed behind the main front windows to make it look like there's something behind the window - This effect is really effective. The other windows have just a simple plains






Example of the light function materiel I used for the lights behind a couple of the windows.



Note: I tried to rebake the normal map for this section below - no matter what I do, this section still remains black

Note: I also done a check list from feedback what I need to do for my scene in UE4. Instead of a normal check list, I done a visual check list:
I have to prioritize what need to be done first. I may not end up adding more geometry on some of the assets. Though I know that I need to push the geometry more, but with the time left I don't think I will have time to do that with all of the assets needed - as I will also have to re do the UV's, rebake and texture them and still do everything else I need to do within the time frame.

Uni/outside uni update: 

Exciting news! Because of NUA I now have a temp tutor job for Paston Sixth Form college covering 3D 

What I need to do next week: 
Finish up SNU evaluation; clean up scene in UE4 and present some of my work 

Friday, 20 April 2018

Getting there

This week I attempted to do a stylized gargoyle texture and create stylized textures in Designer. Don't think it went too well, but I know with more work I could create stylize textures. Though after small scale test (Task 3) I decided against using stylized textures for overall project for SNU and ASU2, I still wanted to see if I could create something stylized. Still haven't managed it.

UE4 render using uni computers



I also extended the walls and made them bigger, as the walls would look too small and wouldn't look good:
Also to save time, I reconstructed the flying buttresses sections in Maya, so all I have to do in UE4 is import them in.



 UE4 renders: 








Also, I extended the Pope Benson image for the windows: 



Sunday, 15 April 2018

Gargoyle sculpt - Continued

This week, I UV mapped, baked and textured the gargoyle asset - this was my main focus. I also added it into UE4 to test it out - though I realized that it would clip the wall of the flying buttress and so I decided to create a kinda little plinth for the gargoyle. But officially, the raven gargoyle is finished.

WIP render: 

 Final maps: 



Final renders: 



UE4 test: 



I also this week, I built more in UE4 and realign some of the textures on the back wall.

This week, I also spent some time placing all the textures on the right uv maps within Photoshop. There's probably a better way of doing this, but at the moment this is the only way I can think of. 

Sunday, 8 April 2018

Redo on Gargoyle

This week I finally decided to start the gargoyle from scratch again.


Biting proverbial bullet: I went back to quad draw in Maya after sculpting in Zbrush. 



This week I don't have much to post as I spent the week redoing the raven gargoyle sculpt and getting use to/using quad draw. It took me several days to get the hang of it but I am now beginning to enjoy using quad draw. I am generally looking forward to using it again