UV Work and Texturing

The team create the assets, I uv’d them and textured for consistency. Fbx’s and textures used submitted.

As the group had split the rooms up, we were concerned that there needed to be consistency on the textures between the rooms, as we all had individual tastes but needed the rooms to look like they flowed between the same era, so we decided it would be best if one person controlled the majority of textures. As I struggled with UVs and rushed some of my textures in the last assignment, I wanted to spend more time on fixing UVs and how to edit textures once they were in Unreal.

Once an asset was finished, it would be uploaded to our shared onedrive files, and then I  would download the Maya file, fix the UVs, apply a texture and reupload all the necessary files.  This meant group members who preferred creating assets to continually produce more, and that the production rate of these was higher as they did not have to complete the full production on them to  Unreal. It was also great for consistency and the rooms looked very similar but not in a way where content overlapped.

 

1920s Room Research

 

 

Research Work on Quixel Bridge

 

 

 

Bar Scene

Hannah’s Bar

 

Hannah and Emma and I were unable to fix the corner uv’s on the bar without a complete rebuild of the asset. The UV’s would not consistently link together and the wood texture would not sit right, as shown above. Hannah remade the bar in a more square fashion for easier texturing.

 

Issues shown here with texturing the bottom of the bar cabinets. However to avoid a rebuild we decided to ensure the camera would aim higher and focus less on this area in the final video.

Hannah’s Bar Stools

 

 

Velvet texture downloaded from Substance Share. Unable to avoid a sem due to the nature of the texture, but this will be aimed off-camera.

Hannah’s Table

 

Hannah’s Lamp

 

 

Hannah’s Chandelier

 

Hannah’s Mirror

 

The final mirror was edited by Hannah slightly to include more rounded corners after feedback from Henry. Textures remained the same.

Stage Scene

Rachel’s Microphone

 

Rachel’s Stage

Rachel’s Chandelier

Rachel’s Drumset

The drumset was one of the more difficult assets to texture. UV’ing it was fine but to create an authentic 1920’s style drumset, I needed to recreate an animal skin drum with a lacquered wood housing. Doing my best to recreate the below image, I used the Calf Skin texture in Substance Painter and the American Wood Cherry texture with Plastic PVC on top of it. Although this worked well if I was to recreate this now seeing out it looks in Unreal, I would definitely reduce the size of the cavities in the calf skin, and reduce the shininess of the Plastic coating either in Substance or by using a constant in Unreal.

Piano Scene

Emma’s Chair

 

 

 

 

Emma and I had difficulty UV’ing her lounge chairs, especially seen on the right armrest. We however managed to fix the UVS to look like more natural cavities of wood, then applied the velvet texture.

Emma’s Sofa

Emma’s Table

 

 

Two versions completed, a gold platinum texture with a wood top finish and gold platinum with a glass top. The glass top version will most likely be used as we don’t want the scene to look overly dark and glass is more likely to be seen in a longue.

Emma’s Piano

 

The UV’ing process on the piano was quite difficult due to the continuous bends for its shape. This wouldn’t have mattered if it was a modern piano as we could have applied a  shiny plastic style texture to it but as it was for the era it needed to be wood. Cutting the UV’s by section, straightening them and stitching them together with the next section solved this issue.

The Plastic PVC texture was layered on top of the Wood Walnut in Substance so it looked like the wood was varnished or lacquered without being overly bright or reflective.

 

Emma’s Stage

 

I discovered that the curtain was cutting into the stage instead of looking like it was sitting on top. Emma fixed this and the final result looks great and more like a natural  heavy curtain.

 

Textured version using Blue Velvet from Substance Share for the curtains and American Wood Cherry in Substance Painter for the steps.

Emma’s Piano Stool

Final version will be darker with a plastic finish on top to replicate a dark varnish, similarly to the piano.

Emma’s Table 

Emma’s Lamp

Museum Scene

Marie’s Shoes

Marie’s Mannequins

Marie’s Museum

Checking Textures in Unreal

Checking some setup for the quixel flooring textures and how it will look against our assets. We really liked this flooring, felt like it fitted the theme and era and just repeated the pattern as shown below.

 

 

After putting Rachels original stage in unreal, we realised that the proportions would  be off and it needs expanded to fit the rest of the room, as we need a long slightly  wide room to fit a dancefloor and tables. Seen below is how I added more curtains and fixed the bottom of the stage, and my checks in Unreal. This was originally meant to be handed straight to Rachel to put together the rest of the room, but as she uses an older version of Unreal than me, she rebuilt the setup but used the newer stage.

 

 

 

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