Monday, July 11, 2022

Neon Sidewalk (Week 4) - Final textures, materials, decals, final lighting pass & rendering

Schedule:
Week 1 - Blockout in UE5 w/ first lighting pass
Week 2 - Half of high-res and game-res models complete
Week 3 - All models complete, UVs, normal trim, material IDs, & bake test
Week 4 - Final textures, materials, decals, final lighting pass & rendering

Got up to speed from last weeks stuff. Didn't get to finish all materials/textures this week though. The left car has some weird geometry causing light to reflect off of it weirdly. Probably have to remodel certain parts of it in order to fix. Need to spend an extra two or three days to finish things up.




Wednesday, July 6, 2022

Common Art III - Sprint #4 Delivery

Back on lighting for the remainder of the project. Did the following for this sprint:
- Adjusted lightmap resolutions according to new mesh UVs
- Added fog cards and light shafts to the scene to add more layers and depth to the scene
- Lowered exponential height fog to lessen brightness in VR
- Adjusted lights to better match emissive materials
- Attached lights to blueprint that calls them for interactive progression steps
- Overall adjustments to detail lighting for factory, hallway, and main room

Following screenshots are stills from the experience before the player interacts with the experience:








Monday, July 4, 2022

Neon Sidewalk (Week 3) - All models complete, UVs, normal trim, material IDs, & bake test

Schedule:
Week 1 - Blockout in UE5 w/ first lighting pass
Week 2 - Half of high-res and game-res models complete
Week 3 - All models complete, UVs, normal trim, material IDs, & bake test
Week 4 - Final textures, materials, decals, final lighting pass & rendering

Fell behind this week. Still need to do the following:
- Bike
- Trash bags
- Spikes
- Placing edge decals 
- UVs
- Material IDs







Monday, June 27, 2022

Neon Sidewalk (Week 2) - Half of High-Res & Game-Res Models Complete

Schedule:
Week 1 - Blockout in UE5 w/ first lighting pass
Week 2 - Half of high-res and game-res models complete
- Houdini Tree
- Chain Link Fence
- Concrete Trim
- Brick Trim
- Metal Steps Trim
- Cables
- Cars
- Fences
- Can
- Lock w/ Chain
- Pipes Wall
- Wall boxes
- Awning 1
- Garage Doors
- Hinges
- Gate
- Sign Plating
- Steps
- Step Blocks
- Background Wall
- Bike
- Houdini Trash Bags
- Awning 2
- Pipes Gutter
- Camera
- Trash Bin
- Fan/AC Unit
- Spikes

Week 3 - All models complete, UVs, material IDs, & bake test
Week 4 - Final textures, materials, decals, final lighting pass & rendering







Wednesday, June 22, 2022

Common Art III - Sprint #3 Delivery

Same workflow as last sprint. Optimized geo and UVs for the assets below. Applied ID masks by assigning colored materials in Maya and edgewear via RGB masks using AO/curvature in Substance Painter. Looked a bit into making projected decals in Unreal.

Assets Assigned:
✅ Hallway Wall
✅ Hallway Floor/Ceiling




Monday, June 20, 2022

Neon Sidewalk (Week 1) - Blockout / First Pass Lighting UE5

Schedule:
Week 1 - Blockout in UE5 w/ first lighting pass
Week 2 - Half of high-res and game-res models complete
Week 3 - All models complete, UVs, material IDs, & bake test
Week 4 - Final textures, materials, decals, final lighting pass & rendering




Tuesday, June 14, 2022

Neon Sidewalk

Recreating the scene below. Goal is to model, texture, and light everything. Will probably have to asset pack the cars to save on scope.

Reference

Schedule:
Week 1 - Blockout in UE5 w/ first lighting pass
Week 2 - Half of high-res and game-res models complete
Week 3 - All models complete, UVs, material IDs, & bake test
Week 4 - Final textures, materials, decals, final lighting pass & rendering