Post yer notes heeere
Announcement
Collapse
No announcement yet.
Hard Surface Modeling Notes
Collapse
X
-
10/03/18 Sci-Fi Hallway Module #1-#3
Here are the notes that I wrote during class for the most recent project:
The notes go over:
>The Snap Tool(s)
>Things to consider when assembling/testing your Hallway kit
>Extrude
>UV Mapping/Unwrapping
>Opacity Mask in Substance Painter
-
Hey class,
Here is the base setup for a material (with emissive) and a transparent glass. I would recommend that you simply give your glass geometry a different material in Maya (after textured in Painter, before model import to UE4) so that you can drag and drop your glass where it belongs.
As always, please message me with any questions or concerns.brettmarshalltucker.com!
Comment
-
For the Sci-Fi Hallway Project (UE4)
I found these two links regarding opacity. Hopefully, this helps!
How to make it night time:
Also if you imported your models and realize it's really reflective/shiny. You can adjust that by going to the "Modes" panel (located on the left of the screen). Type in the search bar "Post-Processing Volume" then scroll to "Post Process Volume Settings" and check the "Infinite Extent (Unbound) then go to "Rendering Features" click on "Screen Space Reflections". You'll see a check-box for Intensity click that and you'll be able to see how much you want the objects to reflect.Last edited by AprylArro; October 17, 2018, 14:59.
Comment
-
For the Sci-Fi Hallway (Unity)
ProGrids:
Get the ProGrids 2.x package from Unity Technologies and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.
ProGrids gives you both a visual and functional grid, which snaps on all 3 axis. Combine ProBuilder, Polybrush and ProGrid together, you get a complete in-ed...
Post Processing Stack:
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
Emission:
First Person Character (Optional):
If you want to implement a character to walk around the scene go to the asset store (it's next to the scene tab) in Unity and install the Standard Assets. Then you'll have to import that package and if dig through it you'll find FirstPersonCamera you'll want that in your scene and once you have that in you can delete the main camera that Unity automatically gives you. You'll drag "FPSController" to the hierarchy tab. (My layout view is set as 2 by 3)
Last edited by AprylArro; October 20, 2018, 16:55.
Comment
-
Notes for the HiRez Tableau (10/22)
The website referenced during Prof. Lucio's lecture: http://www.dwr.com/
Things to keep in mind when choosing your pieces for your scene/shot:
>Pay attention to the scale of your room, furniture, assets, and pay attention to where the light source will be coming from.
>The first item we are going to focus on is the chair.
>Pick a space that has a good amount of lighting. (It was suggested to do something modern contemporary/contemporary.)
>Keep a list of what you're going to have to model in your scene.
>Consider what the materials are of your objects and how it may react to light/shadows.
>The colors/materials of your objects can create a mood for the scene.
>Keep in mind that most designs of architecture have a code/law.
What to bring Wednesday (10/24):
>Sketches of the camera shot you want to do for your room.
>Reference photos of your shot and furniture.
>Have the dimensions of your room and furniture.
Notes for dimensions of rooms:
Notes on how to read/make a floor plan:
Last edited by AprylArro; October 24, 2018, 12:46.
Comment
Comment