Monday, April 26, 2021

Module 4 - Environment or Vehicle Part 03

 This is the final week when it comes to our collaborative environment piece. For this week, I was able to figure out how to export the texture maps from Substance Designer successfully with making the sRGB work as intended. Apparently exporting as a linear color source and then ticking sRGB in the texture's settings in UE4 allowed for the colors to be like how it is in Designer. I also ran into an issue when it came to the lighter colors; lighting will be important in making sure the materials come out well. 

As for the actual materials, I was able to set up vertex painting finally. In order to tile the textures, I had to add texture coordinates in the material editor to tile the different texture maps. Going forth, I need to fix up how much to tile for the type of material and paint the island nicer.


Sample of vertex painting

Friday, April 23, 2021

VR Sprint 7 Delivery

 For the final sprint of the semester, I focused primarily on making sure the ground foliage was up to standard and made sure to bring all of the various ground foliage together. Below you can see the final placement of them as well as some pebbles and making objects were in proper positions. I made sure to follow the flow of the original reference scenes even though our play space is obviously smaller.




 Before doing all those things above, I also went back to fix up on the 2D grass blades as well as make an additional grass card made in the prior sprint. I focused on bending up the shape of the cards a bit as well as add a linear gradient on the wind node of the material to allow for the bottom of the grass blades to not be swaying around.


I also worked on fixing the 3D bush grass that Nitin made as well the various 3D flowers made by David and Vanna. Because of the way the UVs are laid out, a linear gradient would not be able to help mask out the wind affect and as such it would mask different parts of the foliage. In order to fix this, I made a new material for 3D foliage and made use of the green vertex color channel and exported the meshes and in Maya vertex painted black for the areas to be masked out and green for the areas that needed to be having motion.



The final key thing I worked on this sprint was create a last couple proxies we had missed in prior sprints for set dressing the cave chest. Below you can see two things I proxied, a book and a glass bottle.


All in all, me and the whole team are pretty satisfied with where we are at the moment with the VR experience and can't wait to see what the Summer semester brings.










Monday, April 19, 2021

Module 4 - Environment or Vehicle Part 02

 Following with Spring break, we have no resumed our classes and this is technically our second week with working on our collaborative environment assignment. Last time, I created a base stylized sand texture I followed a Udemy tutorial by Jose Moreno. This week, I expanded on it by taking heed from Nick Zuccarello's advice on setting up for the vertex painting to create a varied environment when it comes to tiling textures. 


Following the above picture, I have created the following materials to represent them below.

Wet Sand

Rock + Sand

Sand + Rock

Sand


Outside of that, I have imported them into the UE4 project with a main material and created multiple instances to house the various texture maps for the different materials I have created. For the following week, I will be implementing the materials through vertex paint to retexture the sand on the environment. I will also make sure to adjust my pebble colors to reflect the colors used by my teammate Crissy Peters as she worked on the actual rock meshes that will placed around the map.

Monday, April 5, 2021

Module 4 - Environment or Vehicle Part 01

 For this new module, we have been separated into separate teams to work on an environment piece that will all be brought together in the end to create an island/ship experience. I have been placed on the island team and tasked with creating three variants of tileable textures for the island sand. I feel that this is a good opportunity for me to work on learning more about Substance Designer as it has been a while since I have last used it. 

As for what I have accomplished this week, I have began looking into a tutorial I have that involves creating stylized textures inside of Substance Designer. Besides going over the basic interface and functions of Substance Designer, it has a category involving creating stylized sand. I was able to follow it and create the following results. 




I think this is a good starting point for creating the tileable sand textures. Now that I have this base version, I can iterate and modify it so that I can create the three different versions that I can use when it comes to vertex painting them onto the island mesh inside of UE4.

VR Sprint 6 Contributions

For this sprint delivery, I was primarily tasked with working on creating the grass for the environment. Nitin had originally had 3D meshes for grass, but there were concerns for performance when it came to being a VR experience. As such, I focused this sprint on using cards to create more animated and lively grass while still being light on performance.

I had first created different painterly style cards when it came to the grass:

However, after consulting out art lead Vanna, she had feedback on making them more simple rather than so detailed and focus on more desaturated hues like a simple yellow rather than just vibrant greens. However before I proceeded to redo the grass cards, I went and looked at the tutorial I was to follow on implementing the grass and decided to only have to create alpha and have the colors be created in the materials editor. As such I was able to create cards with a natural wind affect through a material when it came to the grass blades, cattails, and ferns. After making the main material, I created instances to simplify the process and make it easier to manage. Later, I will need to finesse them when it came to the effect as well as their colors when the time comes.























Research Project

 For my research project, I decided on learning more on about how to create stylized hair in Zbrush as well as focus on creating cleaner sha...