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Week 13 - Setting the Scene in Unreal (19/04/2024)

  • jk278124
  • Apr 21, 2024
  • 1 min read

After adding the improved brick walls, which was much more convenient to implement thanks to the pre-established height and pops out a lot more, I also added an extra story to my building as suggested by my lecturers since the previous "third story" was already occupied by the pincushion. For the pincushion and fabric sheets, I disconnected the metallic and roughness nodes on the material graphs to give a better impression a textiles surface.



As I was implementing the rest of the props and textures into my scenes, a lecturer showed me a way to improve the "light from the inside" effect of the windows as they looked more metal than glass. By exporting the emissive of the glass texture in painter, changing the output to PBR_Metallic_Roughness and connecting the emissive to the emissive colour node, I was able to achieve a much more convincing glowing glass effect.


For both the windows and the door, I had to use a formula (as seen above the image above) for the glass textures to reduce its brightness and vibrance for a more realistic light, in addition to reducing the intensity for the rectangle lights in the Unreal scene.



Applying the fabric sheets was simple enough once the materials were set up, as I simply used the resize tool and put the scale values in and out of negative to add variation and break up modularity. I'm very pleased with the now near complete composition is turning out, all that's left to do is a sign and logo to be displayed at the front.



Life Drawing - GAM190 game cutscene concept art

 
 
 
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