top of page
  • 495902

#Week 10

My main object for Week 10 was to finish the 'necessity' buildings and have them in Unreal 5 as soon as possible.

Texture atlas and tiling materials

In order to preview properly the necessity buildings (not only their meshes), we need to have their textures done. For optimization reasons, I decided to combine the texture for windows and doors of all necessity buildings into 1 texture atlas. The textures of the buildings themselves would use tiling materials that I have made in Substance Designer.

The texture atlas was textured inside Substance Painter which gives us the possibility to quickly make changes, if necessary. It's important to keep everything as flexible as possible in case things need to be added or removed. Once I had finished the atlas, I mapped all of the faces that were going to use it with the texture, which proved to be successful.



The current version of the texture atlas


UV unwrapping necessity buildings

With the texture atlas finished, I moved to UV unwrapping the buildings themselves. Really helpful was the advice of Quint on using 'Normal-based' option for Unwrapping the individual faces of the building. I had to strife for perfectly flat laid out UVs in order to avoid weird distortions in the textures.



The hospital necessity UV unwrapped in Maya


Test in Unreal 5


Putting and setting up basic materials to preview the results in Unreal. It's really useful to put everything as soon as possible. From here on, I am making a list of the things that need to be adjusted or completely changed.


10 weergaven0 opmerkingen

コメント


bottom of page