Hi everybody!
In this post I'm going to show you some tecnical features of my new environment.
The
first thing you can notice is the predominance of metallic materials
inside this scene. For me It was a great excercise that allowed me to
improve my skills in the use of the following tools: Sphere Reflection
Actor, Metallic Shaders and emissive colour. Despise the use of this
tools the materials are not expensive, the environment is playable and
it does not fall from 60 fames per second.
In the following pictures you can see how the Sphere of Reflections act over the metallic materials. It is a very useful tool!
The
main asset, the train, was modelled with Miki Company's colaboration
more than a year ago. Unfortunately, Unreal 4 was in development back
then and some of its functions didn' t work properly. For this reason, I
redid all the materials, textures (diffuse map, metallic map, and
roughness map inside the diffuse map's alpha channel) and I also made an
animated emissive zone using a mask texture.
As
I said, most of the materials are metallic, however there are other
kind of materials too. The contrast of the brigthness value between the
metallic and the non-metallic objects emphasised the metallic aspect of
the former. For example, we can find materials made from plastic or
paper, and they have an antagonist specular value
I populated the environment with some
animated screens, this was a good choice to gain more personality and
dynamism. The screens have a flipbook material expression multiplied
by itself and linked to the emissive colour input. In this way
they look like a backlit display.
I also added few 6 sheet advertisement posters because their glass reflects the emissive lights from the screens.
Is a great way to equilibrate the scene without use more screens.
I designed the posters thinking in the late 80's fashion
The developing of this project had a
limit time of one month. For this reason I choosed to model a lot of
seamless assets so I could use the tileable function. These are the best option
for the level optimization because I started with instanced
low-poly meshes.
There
are around 45 different models and about 2/3 of these parts had a high poly
model.
The background and hidden assets had less tris, however, thanks to the the fog and DOF
from the postprocess we can't differentiate these with the main
props.
Some details from the metallic value
In the end, I like to give you a little tip: the
perfect way to blend texture like gravel or stone in a landscape is
by heightmap blending. You can find it when you create a new layer on
your landscape material. I know is more expensive but is very useful
to paint roads, mountain debris or shores
I hope it will be helpful tip and that you will enjoy
it!
For any doubt, please feel free to drop me a line or two!
Cheers!
Javier Cadenas
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