Texturing

At this stage, ideally, I should have been importing into Unreal Engine, but I fell behind due to poor time management and my health. I was unwell for a week so I wasn’t as productive as I could have been, and my texturing was also taking longer than it should have. During these few weeks I focused on getting my textures done, whilst my group gathered their assets to start building the scene. Going off the layout we made in the first 3 weeks of the pipeline, Ellie mostly took charge of the layout in Unreal. She gave some feed back on my wall assets as the scale was a bit off and the pillars/shelves made it a bit awkward to layout into Unreal.

Rough Layout:

So, with that feedback, I went back and got rid of them. I also rescaled it and made a few variations so that whenever the windows and doors were laid out, that some walls had holes in them so you can see through the glass. The group were happy with the new adjustments, so I got to getting them textured.

Walls before feedback:

Walls with adjustments:

   

   

I had a few issues with my window and door when I imported them into Substance painter, my FBX was morphed around some of the corners and edges. For the door it was a case of just redoing the inner wooden body of the door and it seems to fix the issue. However, the window took a bit of investigating with Henry and in the end, it was a loose vertices/edges that popped up after I mirrored a part of the model.

Finished Textures

I’m really happy with how my assets turned out, though,  I wish I hadn’t had spent as much time texturing so that I could have been on task with the original pipeline.

   

   

   

For some reason Substance Painter on my home PC doesnt want to open my all my texture files so these are the only screenshots I have of my textured models. Missing models for the blog are; Fat Jar, Jar, Eaten Fish, Four panel wall, Stained glass window, Stained glass window wall, small window wall and plant.

 

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