Over the last few weeks, I have spent creating and adding assets, materials, decals, and all the necessary environment elements to my game's level. I created two new holdings in Blender, complete with materials, downloaded a bunch from Fab, and used them as well, and downloaded and created my own decals!
New Models:
I couldn't find exactly what I was looking for when browsing for free assets, so I decided these were the ones I'd make first, as they are used a lot throughout the mall level. Here are the Sketchfab objects to check out!
First, I made this retail counter like you might see in a jewelry or perfume counter in a department store:
Then, I made this clothes rack:
I had fun learning more about texturing using Ucupaint as well! I think the textures came out pretty cool! This makes it so easy to create awesome textures and then plug them into the master material I created in Unreal Engine!
I'm going for a liminal horror with an uncanny, dream-like vibe, so I don't want things to look too old and destroyed like a post-apocalyptic vibe. I want that classic uncanny backrooms feeling that puts you on edge.
How do you think I did with accomplishing that so far?
I also made this Master material to use, which greatly reduces the rendering resources for the assets in the world, thanks to Vives for teaching me that one!
The master material looks like this:
When you make a material instance of this material, you have pretty much full control of all the layers of the material! This greatly reduces resources as then only one Material needs to be calculated and all the instances are much easier to render.
I tried to get some cinematics, but I need to look into how to output them as videos to use here. When I get more complete, I'll make another YouTube video to show!
Next Goals:
- Replace all placeholder assets with real assets.
- Fix all materials to use the optimized Environment Master Material.
- Finish adding flair and story to the map, as well as interesting visual elements throughout.
No comments:
Post a Comment