13/05/21 - Week 32
This project was quite a fun one but challenging at times. I have learnt a lot this project though which is a really good thing, I've expanded my unreal knowledge greatly and I feel like this will be useful for me in the future. On top of this, I haven't done this sort of style before and it was fun and interesting to experiment with stylisation in my texturing and modelling.
Working with a group was fun too as we had lots of ideas and were able to bounce them off of each other and I think our initial concept was really cool. Communication definitely became slower at the end so it made it a little harder to figure out where everyone was in the project and what style people were going for in terms of foliage and textures, this was definitely something that our group needed to improve on.
Starting with the design, as a group we wanted to try quite hard to match the style and colour palette of our levels which I think we have resulted in somewhat well though it is a bit hard to judge since others have not gotten too far into texturing yet. I tried to keep everything very low poly initially which ended up slowing me down as I had to go back and add some more polys on some models since I found out that it is actually textures and VFX that slow the engine down instead of poly amount - to an extent of course. I also feel like I improved my modelling a bit more since I tried to use multiple meshes for one item instead of habitually using just one which ended up making unwrapping and baking much easier and looking a lot better. Not initially doing this also slowed me down in the modelling process too.
I stuck to my original concept quite strictly and I'm glad I did as I think the finished design of this project is probably one of my best environments. There's lots of small things which did push me for time but I am glad they are all there as it makes the level feel lived in and interesting to look around - which is what I wanted.
I also learnt how to do decals which I previously thought would be difficult, and though I don't think mine are the best I think it adds a lot more variation and depth to the scene. I tried to take more time with this project and get a better level of polish which has really made my work look more up to the standard that I would like to have seen in my previous projects. There are of course still places I could improve and still things for me to learn to speed up my texturing process. I think if we are talking in a stylised sense, I realised that the zbrush sculpted elements of the piece responded to the stylised textures much better than a lot of the regular models. I think if I were to approach a stylised piece again I would try to sculpt more to get the nuances in the edges.
Lighting in unreal was something I was really eager to improve on as I constantly felt that I was behind in learning how to light - I just didn't understand it. Through a lot of tutorials and a lot of project settings tweaking I finally created a lighting that I was happy with. Lighting is still an area that I want to improve in. To me, this scene is overly lit and I wanted more of an emphasis on the hanging lights rather than purely from the main window but I couldn't find the right balance and just ended up with the result I have, which I find is still warm and welcoming, yet serene which is what I wanted to portray. Some of the other things that strike out to me as a place that I wanted to improve was the hanging lights not appearing to be lit from the inside, my emissive were a bit strange this whole project and I am unsure as to why, so I have ended up with dark lampshades. On top of this, I did want the window to have the metallic parts show in the shadow, but I realise this would have probably only been possible through the use of modelling.
Overall, I improved a lot with my lighting but the combination of trying to work things out on my own and also my render times being extraordinarily long limited me in this project.
The foliage in this level is still something I am a bit hesitant about. I do like it, but I know it could have been improved by using zbrush to model it which would have created a more professional and polished foliage piece. I wanted the foliage to blend into the scene but I feel in some places it sticks out like a sore thumb, especially the ivy. I think this just genuinely needed more thought into it.
I do really like how I have added the effects to the foliage though and this helped it to blend more with the scene and also add a lot of movement and dynamics to it. I learnt a lot from adding these effects, though they were simple and it gave me a bit of an introduction to how to edit materials in the material editor.
As for the particle system I added, I had already known how to use this feature from the backyard project so this didn't end up being too difficult. I did run into some issues with emissives, as previously mentioned, and this meant that I was unable to add the fire effect onto the candles which was quite disappointing, but I like the effect of the dust and I think it makes up for it.
There is a lot that I would have done differently in this project but I think the majority is down to hindsight and would have allowed me to not redo things as much as I ended up having to. I would have tried to use programs like zbrush more or create more high polys in max and in the end create a much more polished environment with better modelling and more thoughtful texturing.
Overall, there's a lot that I am happy with on my terms as I feel as though I have come far in this project. Though, I know there would be a lot more to improve on if I wanted this to be up to an industry standard - I hope to learn how to make that big push soon.