Tuesday, November 16, 2021

Captain's Table Project - Progress in Unreal Engine

 Development Process




    When it comes to my workflow in Unreal Engine, what I tend to do before I do anything else is establish what type of lighting I'm going to have in my scene, also where are my light sources going to be. The reason I always do that first is because it gives me a better understanding of for example what areas could be more populated and what areas could be less populated. On the other hand, it helps me give the viewer a better first look at what type of atmosphere I'm wanting to build. For example, I wanted to have more dark blues and dark greens in my Captain's Table scene because I quite liked how they contribute quite a bit to the stormy weather system that I've been building. 

   In addition to that, outside of Unreal Engine, I worked on creating some more smaller props for my scene. My idea was to build somewhat of a storyline, to let the viewer know that the pirate base had been quite populated, although it had been left in a rush - hence why so many objects are kind of just scattered around and some of the objects are just still sitting outside on the table, under the pouring rain. 








    I received very helpful feedback from one of my tutors. Basically, I wasn't quite sure at first what to do with the bottom level of my scene, but they suggested that perhaps I could turn it into a
 storage area, where ships offload their cargo. I quite liked that because I thought that it fits perfectly with the type of aesthetic that I'm going for.

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