Week 2 Logbook
Published 8th October 2018 by Henry
Model something every day
– Kristian Avigni, 2018
In keeping with this quote I will be modelling something every day.
Model of the day: Fire extinguisher
More bottle work
Display > Polygons > Custom Polygon Display Options
Check the Edges: Soft/Hard radio to show soft edges as dotted lines
Mesh Display > Soften Edge
Always try to place cuts at points where the player won’t see
Import UV mapped FBX
F1 F2 F3 : toggle views
HDR Environment Images
(Disney) PBR – Physically Based Rendering
Shift + RMB : Rotate environment
Material is almost always either metal (1) or not metal (0), very rare that it would ever be in between
Tab – Fullscreen toggle
Texture Settings tab > BAKE
File > Export Textures > Targa
Config : Unreal engine 4 (Packed)
(Base, occlusion, normal, emissive)
VERTEX E-Book – worth downloading. Brick texturing etc
Materials and texturing
Hold RMB > Assign new material… > Lambert
Click checkerbox next to Color map and choose File
Load an image
To match up texture texel densities across meshes, select the mesh with the desired texel density and do:
UV Toolkit > Transform > Texel Density > Get
Then select the target mesh and go to the same place > Hit set
TIP: Cluster textures by location i.e. if they are likely to be viewed at the same time. Otherwise, a texture may be loaded for one small object which has lots of other textures on it that don’t even get seen!
TIP: Plan plan plan… Plan everything to be modular and follow the grid.
Cut then Unfold then Orient Shells
Set Texel density to 1.0767
REMEMBER! Freeze transformations before you start
Updating grid to larger 10, 100 etc
Importing wall and floor mesh
Position using larger grid and then reduce the grid to ‘fine tune’
In the content browser, if there is an asterisk on a model then it hasn’t been saved. Ensure you save regularly.
Unreal Engine 4
Study the packaged content to see how they are made
Content Browser > Starter Content
Spacebar flicks between Move Rotate Scale tools
Settings > Engine Scalability Settings : Change the viewport quality
Start working with TOP DOWN for 1st Module
World Outliner > Navigation Mesh Bounds Volume : This sets the clickable area for a top down game
Texturing in Photoshop
Ensure textures are power of 2 and, ideally, square
Alt + Click bottom edge of layer : Only affect layer below
Difference between 16bit TGA and 24bit TGA : Alpha channel
Channels: Black and White information (0/1)
Spot Healing Brush Tool : J
TIP: Don’t use noisy textures to start. Begin with a plain texture and build up.
Filter > Other > Offset
Set the values to half the width and height of the image so you have seams through the centre
Then use the Spot Healing brush tool to clear the seams. Voila!
Drag image file into Shelf
Choose ‘Texture’ from dropdown, and ‘current session’ from other dropdown
Modelling a bunker in Maya
UV > Tools > Rotate : Useful to quickly rotate shells
Texel Density is the ratio between the texture size and the size of the mesh. So for a 300×300 (3mx3m) mesh and a 512×512 texture, the Texel Density is 1.7067. This is the number that all meshes in the scene should be in order to look good.
TIP: Get into the habit of freezing and deleting history regularly.
Building the bunker
Alt+Drag: copy the item
TOP TIP: If for example you have a wall and duplicate it on the other side of a hallway, the UV will be the wrong side. What to do? Use inverse scale. Change X scale from 1.0 to -1.0. This will effectively mirror the object.
For mobile, static lights only
Ctrl + Spacebar : Fullscreen mode
Module 1 Project Day
Continued to model assets and level