Monday came around and in our lecture
instead of handing in our project on Tuesday we had one week to
continue polishing our finished model to make it look even better.
This worked well in my favour as I could spend more time and care on
my textures and make them tile better.
So the start and end of the week
basically entailed many iterations of my textures, making the cloth
alpha and brushing up the details on my detail texture map. I'm glad
we had this week in polishing otherwise I'd of been quite unhappy
with the result.
I also had the chance to fiddle with it
in Unreal engine, where we were placing the model when completed with
the other house assets our team had made. Unreal presented little
problems, the only one I struggled with is the fact that I couldn't
get rid of the Waterwheel space filler in the engine as It was
attached to the foundations for the Watermill asset. However, I'm
quite happy with the result. I used the extra time for texturing to
look back at the style guide and correct any errors in the colour
palette I used.
Alpha Channel of Cloth |
The rest of the time used was just
editing the base mesh to cut down on the tri count and make the model
more economical. At the end of the week I was quite pleased with my
model and really enjoyed the whole project.
If I could go back and re-do the
project to make it better I would have definitely made better space
of the foundations in unreal engine, so
the asset would be a better fit when I put it into engine. The only
other thing I'd correct is my unwrap as it is incredibly messy.
Here are the screenshots of the
finished asset in engine:
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