Development Project 2 – Post 6

Lighting and Rendering

I have used three point lighting method to light the whole scene.

These are my render settings :

Here are my final renders :

Development Project 2 – Post 5

UVs and Textures

I have used UDIMs to texture the model. There will be two textures for the whole asset. One will be for the whole Chessboard and the other will be for the pieces. I have tries to optimise the UVs as much as I could but there is still loads to learn. Here are my UVs :

Here is the texture I made :

Now the only thing left is lighting and rendering the scene.

Development Project 2 – Post 3

Modeling

I have modeled the main parts of the asset. Tried to keep the model as low poly as possible. I have also made the labels and the squares for the pieces to be placed upon.

The ridges between the squares are supposed to have a emissive texture. I have to make the walls of the asset now followed by the pillars and the labels for the label base.

Development Project 2 – Post 1

Concept

For my second Development Project I wanted to take forward and improve my Memory and Nostalgia project. A long time ago I had seen a very cool YouTube video of someone making a Chess asset with very high detail and good lighting. That video stuck to my head and I decided to make my second development project based on it’s concept.

Here is the video :

I will be taking the chess pieces I had made in the Memory and Nostalgia project and will make a new chess board.

Development Project 1 – Post 9

Rendering

I have made a couple of changes to the scene. Improved the lighting and added some bloom, chromatic aberration and film grain. I have manual exposure set to 12.5. I have used lumen lighting with ray tracing translucency. The renders are 2160×1440 still images. I wanted to have animations to show off my animated textures and video textures but could not do so within the allotted time. I’ll have an improvement blog in the future though.

Here are my render settings for movie render queue :

And here are the final renders :

Development Project 1 – Post 8

Decals, 3D Text and Media

Decals

What better way to add details to a scene than using decals.

I downloaded a bunch of png images with transparent background to create decals for my scene. I also added some emissive value to them so that they would be easy to read. Creating decals was much easier than I expected and here is how to do it.

Here are the decals I made.

3D Text

I wanted to create some 3D text for the shops that said opening soon or something similar. One way to do that was to model the letters in maya, texture them and then place them as assets in unreal. I wanted to avoid this as I did not have enough time for it. It also seemed unnecessarily lengthy to do and I was sure that there was some easier way to do it. Sure there was. I came across a video that utilized a 3D text plugin in unreal that could do this. It also could divide the mesh into various parts and let us have different materials for each. It also allowed various fonts to be used with the text. This plugin however is in beta. The name of the plugin is “Text 3D”. Here is how to use it.

Media

This was the most exciting part of the project. I wanted my scene to be lively and have video ads running in a loop. I found the perfect video that helped me learn all this.

I went to https://www.canva.com/ and made a few custom video ads. Some of them were quotes, some fake movie posters and some fake business ads. It all turned out to be good.

Now the only things left are improving lighting and rendering the scene in a good looking animation.

Development Project 1 – Post 7

Texturing Complete

All of my texturing is now complete and the final layout is also done in Unreal Engine 5.3 along with material creation.

I have learnt a lot of texturing and material creation in Substance and Unreal 5 from this project. In unreal 5, I learnt about the difference between masked and translucent blend mode and used both to create materials for my assets. Masked has the opacity channel but it only works as an off/on button for opacity. For example making a fence texture that has holes in between will make use of the masked blend mode. Translucent on the other hand is used to make materials for assets with variable levels of opacity, such as glass, transparent plastic etc.

I initially had some problems with the glass material that I created. The glass was very weird and had no specular reflections. The thickness too did not affect visibility through the glass as it should because of refraction. I later realized I had to turn on raytracing and the refraction setting in my plugin and material node. The video below helped me a lot.

One interesting texture that I had learnt to make for the project is the texture for my barriers that are used as warning signs for closed shops and as signboards above the gates. They are animated textures with text and signs, with emissive values that move from one direction to other. We can also select what text to run from a trimsheet like texture created beforehand. This texture could be created in any software. I have created this texture in substance painter. It is just a black and white texture with white text on a black background. The material allows us to change the emissive colour, text, speed of the text and the background texture on the text. This background texture is also customizable with whatever desirable to the artist. Mine is a simple square checker.

Text Texture

This was the video that helped me make my animated texture.

Here is mine.

Animated texture material
Barrier text

I also created my street floor as individual asset instances of square blocks of 1mX1m that randomly select a colour from the 3 options in the materials.

Street floor material
Street Floor Tiles

References

Development Project 1 – Post 6

Making Trimsheets

I wanted to texture most of my metal assets with a single trimsheet. As this is my first trimsheet I had to look for a good tutorial on trimsheets.

This was the best tutorial I could find and it honestly helped me understand the process very clearly. It also improved the way I textured assets in substance painter. This series consists of 2 videos and I highly recommend it to anyone wanting to learn about trimsheets.

I used a 4mX4m plane that I had made in maya, subdivided it into smaller parts for my Trimsheet creation. I used a 4mX4m plane because it is how much space a 4k texture will take in real life to have a texel density of 10.24 pixels/cm. My two trimsheets looked like this :

I used Trimsheet01 for pipes, gritted floor before the shops, wall panels, grills, pipe covers, railing, emissive colours for walls behind the panels and a few normal details I might need later on.

Trimsheet02 was used for slanting walls, vents on the wall connects, and platform texture.

After the trimsheets were done, I rearranged the UVs of these assets to fit my trimsheets.