almost Beta
  • Update: Creating Sreen and Keybord Visual Effects

    <div class="lexxy-content lightbox-container"> <p>Since the idea was for the screens to be on and the keybords to give a digital feel, i decided to create a few static visual effects.</p> <p> </p> <p>To achieve this i created a plane Static mesh in which the VFX would be applied to, and created a texture from a number of alphas that i already had.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBamlPIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--408606b85d7b20a43d1fdc799a91f0967524379b/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBamlPIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--408606b85d7b20a43d1fdc799a91f0967524379b/image.png"></a></div></div></div> <p> </p> <p>The alphas for the texture were imported to Photoshop and distributed in the green channel, with an additional one being put in the red channel. The alphas in the green chanel were going to be static, as for the one in the red channel i wanted to try giving it movement, even though i knew that in the final shot the movement wouldn't make a difference (aka. i simply wanted to do it).</p> <p> </p> <p>The texture was then imported into Unreal and a Master Material for the VFX was created. I know, more technical stuff, but bear with me it's pretty cool.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBam1PIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--dd453144c0fe58efe82f28ceb01cd53888172cba/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBam1PIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--dd453144c0fe58efe82f28ceb01cd53888172cba/image.png"></a></div></div></div> <p> </p> <p>For this Master Material there was only the need to make 3 parameters, one to control which channel was being displayed in the material (either the alphas in the green channel or the one in the red channel), another to control color and a final one to control which of the alphas in the green channel was being shown.</p> <p> </p> <p>For this last one there was a need to make a set of 3 subparameters. One for the level of tiling, since by default the material would be showing the 16 (4 by 4) alphas of the green channel at the same time, i had to give it a tilling of 0.25 so that i could show only a singular alpha at a time.</p> <p> </p> <p>A Second one to control the level of emmisivity.</p> <p> </p> <p>And a third one to control which of the 16 alphas was beeing shown, since (with the tiling applied) by default the material would only be showing the top left alpha, what i did was put two "add" modules, one to control an X offset and the other to control an Y offset, the combination of these offsets gave me controll over which alpha was beeing shown.</p> <p> </p> <p>For the alpha in the red channel i simply applied a rotation through "time" and "speed" modules and set up a color, obviously you can't see the movement in the image, but believe me it looks pretty awesome.</p> <p> </p> <p>From this Master material a number Instances were created to make the various Visual effects that populate the level.</p> <p> </p> </div>
    Avatar for João Moreira
    João Moreira
    July 29, 2022 18:34
  • Back to Unreal

    <div class="lexxy-content lightbox-container"> <p>Now, having both the final (engine ready) Prop Static Meshes and their respective Textures, imported in Unreal Engine 4 i had to start setting up the materials that would use said textures and be applied to said Static Meshes.</p> <p> </p> <p>For this project i decided to use 2 unique materials, one would be a Master Material, from which a number of Material Instances would be created, and a Material for the background windows. </p> <p> </p> <p>The more complex one ended up being the Master Material, since i wanted it to give me the flexibility of beeing able to change various visual aspects of the material intances in engine, without the need to go back into Substance Painter if i decided that i wanted to change something.</p> <p> </p> <p>For this i created 6 Parameters, controlling Ambient Occlusion, Color, Normal, Roughness, Emissive and Textures.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBblNOIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--d6784099c4a44b4e0e2db9093a9ed484a80c09db/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBblNOIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--d6784099c4a44b4e0e2db9093a9ed484a80c09db/image.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBbmVOIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--223abc83a0cce5f2a790e0693498153d6495d97f/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBbmVOIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--223abc83a0cce5f2a790e0693498153d6495d97f/image.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBbm1OIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--afd425c5177c23ea51d22a4a605e0de7082e2e3a/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBbm1OIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--afd425c5177c23ea51d22a4a605e0de7082e2e3a/image.png"></a></div></div></div> <p> </p> <p>Starting with the most simple, the Textures parameter was used to change which set of textures were in use. Whenever a new Material Instance was created, if it was meant for a diferent set of props i was able to, in the new Material Instace screen, change to the correct set of textures.</p> <p> </p> <p>The Normal, Roughness and Ambient Occlusion parameters were used to tweak the ARM Texture values if need be.</p> <p> </p> <p>The Color parameters has a set of subparameters that allowed me to change the brightness, saturation and contrast of the base color of the base albido texture as well as add a tint over it.</p> <p> </p> <p>These were particularly usefull when making variations of the same mesh without the need for creating completelly new sets of textures as well as make any adjustments to the look of the Mat Inst.</p> <p> </p> <p>The Window Material was simpler, with only needing to put the correct values for the various settings, and since there was only a set of windows there was no need to set up parameters.</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBaldPIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--4fb7660fc0d862f2d234ed7288be5af1cc010368/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBaldPIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--4fb7660fc0d862f2d234ed7288be5af1cc010368/image.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> </div>
    Avatar for João Moreira
    João Moreira
    July 29, 2022 15:41
  • UV'ing and Texturing

    <div class="lexxy-content lightbox-container"> <p>The Uvs for all the props were done in Maya, in order to keep the number of textures and subsquent Materials down as much as possible, i tried to fit as many props within one tile of UVs while also trying to not sacrifice resolution for the resulting texture. These props were color coded to more easily discern the groupings.</p> <p> </p> <p>The props within a group were exported together into Zbrush and paired with their high poly counterparts, the reason for this, was to make sure they were overlapping with each other when exported.</p> <p> </p> <p>The file with the low poly version was imported into Substance 3D Painter and baked with the high poly version, after which the blank props were given their "personality" and some further details wer added.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBc1NLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--f0de45f29d34a8545480feb00ec2d6102e7e31c3/CompText.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBc1NLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--f0de45f29d34a8545480feb00ec2d6102e7e31c3/CompText.png"></a></div></div></div> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBc2VLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--7401d0f085c5beec21d501d2c5427f1916a31823/TXT_RA.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBc2VLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--7401d0f085c5beec21d501d2c5427f1916a31823/TXT_RA.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> </div>
    Avatar for João Moreira
    João Moreira
    July 25, 2022 16:00
  • Things are about to get Unreal... (Im not sorry)

    <div class="lexxy-content lightbox-container"> <p>Before baking and texturing i decided to get the general structure of my project in Unreal Engine 4, setup some lights and cameras and see how things are shaping up.</p> <p> </p> <p>I simply imported the decimated versions of my props, set them up and moved them around until i was satisfied.</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcjJLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--7266264efb5fbad50cb993bb3938e062e1eceb30/ScreenShot00002.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcjJLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--7266264efb5fbad50cb993bb3938e062e1eceb30/ScreenShot00002.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcjZLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--b06fd05f4bd372d3d1a99e11bb18a50dbb22c6b9/ScreenShot00003.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcjZLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--b06fd05f4bd372d3d1a99e11bb18a50dbb22c6b9/ScreenShot00003.png"></a></div></div> <p> </p> </div> <p> </p> </div>
    Avatar for João Moreira
    João Moreira
    July 25, 2022 15:29
  • Making the Walls and general Structure

    <div class="lexxy-content lightbox-container"> <p>As i saw the prop list pilling up i thought it would be a better idea to streamline the process otherwise it would start to complicate when managing the various textures and material IDs. </p> <p> </p> <p>The solution i ended up going with was to create a set of two trim sheets which would be used to texture most walls and even some props.</p> <p> </p> <p>These trim sheets were created on Zbrush, through the use of Live Booleans and Orb/Chisel Brushes. Then i applied the "NormalRGBMat" material and resized the document to 2048 by 2048, and snapshoted the document in order to create image files like the one seen below.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcWlLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--442fc0df5d02c9a84cecfc890960caf1fd840dee/Trim1.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcWlLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--442fc0df5d02c9a84cecfc890960caf1fd840dee/Trim1.jpg"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p>These images were then used in Substance Painter, as a file for the Normals in the baking process making the resulting product like this:</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcTZLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--1242a641ceeaa78022063139381825fb98058e4a/SB_wall.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcTZLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--1242a641ceeaa78022063139381825fb98058e4a/SB_wall.png"></a></div></div></div> <p> </p> </div>
    Avatar for João Moreira
    João Moreira
    July 25, 2022 15:13
  • Onto making things look good.

    <div class="lexxy-content lightbox-container"> <p>With the blockout done and ideas solidifying, it was time to make the previous cubes and cones into proper props.</p> <p> </p> <p>To this end i used Zbrush to both get the proper shapes and sculpt in some detail. The start of the process here was relativelly simple. I used Zmodeler brush, in low polygon subtools, to get the shapes and sizes right and applied subdivisions when the props were what i intended.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcmVLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--080af0ab9741f0c802667e127b6b275b3e780719/Z_Comp.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcmVLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--080af0ab9741f0c802667e127b6b275b3e780719/Z_Comp.png"></a></div></div></div> <p> </p> <p>The finer details were more complicated and time consuming, these were sculpted in the high polygon subtolls using various brushes (Trim Dynamic brush, Chisel brush, Orb break brush, etc).</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcktLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--132d15f10f14683093ec5d3c3cf64cb386627d30/Z_Comphigh.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBcktLIiwiZXhwIjpudWxsLCJwdXIiOiJibG9iX2lkIn19--132d15f10f14683093ec5d3c3cf64cb386627d30/Z_Comphigh.png"></a></div></div></div> <p> </p> <p>When the high poly model was done, it was decimated into a lower poly count version, still retaining the detail, and exported to Maya; where, through the use of its Model Toolkit, low poly versions of the props, with clean geometry, were created.</p> <p> </p> </div>
    Avatar for João Moreira
    João Moreira
    July 25, 2022 14:52
  • Who am i? What am i doing here? And my concept.

    Hi, i'm João Moreira, a portuguese student from LSD Porto (Lisbon School of Design) and an aspiring 3D Environment Artist for video games. My journey into the 3D world started close to a year ago, and my objective here is to challenge myself and try to put my first proper project out there in order to recieve advice and criticism. And bear with me as i post most of my process at once, lets just say im not used to posting much of anything so this has been on the backburner for a long while.

    Well, for starters the environment, with the theme of 5G the first thing that came to mind was "Technological Advancement" and how it benefits humanity. Therefore a bright sci-fiesc theme was a no brainer, so to work i go.

    Very quicly a storm of ideas came rushing, until i finally settled on making a room depicting a manufacturing facility creating the technology of the future. And here i show a very basic blockout of said room, i know it aint pretty but believe me when i say that my sketches are way worse.

    Avatar for João Moreira
    João Moreira
    July 25, 2022 14:29