Final Touches (Part One)
Towards the end of my Final Major Project, pretty much most of the things that I had left to do were just texturing whatever assets I hadn't textured already. The windows in my scene were one of those assets.

A lot of times, in order to see how the contrast and the combination of values and colours in my level is, I like to view my scene in ''Unlit'' mode - in the past, I've found that that helps me out quite a lot when it comes to seeing how the colours interact with one another. Also, in this particular case, my scene in Unreal Engine is quite dark, therefore there are some bits and pieces that one can hardy see unless they switch to that mode.
I try to have a good balance between light and dark, even though that is mostly up to the lighting.
Examples
To certain assets, I like to give a little bit more detail - for example, in this case, I wanted all of the book stands in my scene to have a unique pattern to them. The way I did that was by creating a new fill layer on top of everything and disabling everything except for the height map. That way, the pattern that I wanted to stamp onto the wood was not going to be coloured (because of the base colour map), nor was it going to look metallic (because of the roughness map).
When exporting packed map channels from Substance Painter in order to import into Unreal Engine, the channel packs usually automatically assign the height map to the normal map, therefore I always try to make sure that the nodes are connected to both.
In addition to all of that, I would like to add that one of the very few issues that I've been encountering with my project recently was.. collisions. The simple collision tends to work most of the time, but because they tend to be a box, if objects are overlapping with other objects for example, that could create an issue. Or in this case, if an object has been animated to move a certain way and the player has to go through it.
The way I solved this issue was by changing the Collision Presets to BlockAll and the Collision Complexity to ''Use Complex Collision As Simple.'' That way, Unreal Engine assigns a collision to your asset that encircles it as best as it can and it's usually much better than the simple box.
Next week is my final week before hand in and I'm planning to deal with the rest of the texturing for the remaining assets, as well as take a video of my scene in Unreal Engine and make sure to submit everything on time.
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