Thursday, February 10, 2022

Final Major Project - 3D Modelling (Part Two)

 3Ds Max and Unreal Engine

    During these past few days, I've mostly been focusing on both modelling and populating my scene in order to start establishing the mood that I have in my mind - a fairly cold, gloomy exterior and a fairly warm, very dimly lit interior. Getting the aesthetics right is very important to me, because over the years I've learnt that lighting plays perhaps the biggest role when it comes to building a certain atmosphere.


    Here are some quick screenshots of the models that I have been making in 3Ds Max..








    In my previous project, something that I really didn't like how I did was the overall arrangement to things. In my opinion, everything looked too similar and the reason for that was because I didn't really make more than one or two modular pieces, and then merged them and copy pasted them around. So the result of that was areas that are way too similar to one another, so much so that even to the player, they would've looked the same.

    In order to avoid that, I modelled a better variety of assets to populate my scene with, and also I didn't make just one set of books, merge it and then paste it across every other bookshelf, but instead I spent some time arranging the books, the candles, the props in general, created a variety and then pasted them around. In my opinion, this made my level look a lot more immersive. 

    In addition to that..



Lab Equipment

 Reference - Bloodborne



Unreal Engine




    I received some very nice feedback from one of my tutors which prompted me to spend some time creating nice details - in this case, lab equipment that would actually indicate that this has been a science lab and is most likely still being used for similar purposes, just perhaps with intentions that aren't as nice as the ones of the students in the past had been. 

    Here are some of the glass materials and instances that I've made..



Glass Materials and Instances






        When making glass, I like to use this node in Unreal Engine that's called ''Fresnel_Function''. I've just learnt that it makes glass look so much better because it helps me create depth in the material, therefore when I use it on an asset, the asset wouldn't just be transparent - that's not how glass works in real life. In addition to that, using refractions also works. 

    I like to add Opacity Min and Opacity Max because it helps me manually set the numbers that I want and alter them, should I want my glass to have more opacity or less. This depends on what type of asset I'm using that material for.

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