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