Texturing & Unreal Engine
Week 8 Blog 6
Fridays class was a workshop on the basics of Unreal Engine to gain a simple understanding of what is involved and some of its capabilities. As it often is learning new software it was out of my comfort zone and using the controls was the first thing on my mind, I was happy to find that the software uses first person controls, the kind you would use in any first person game (WASD and mouse). Moving on to actually using the software we went through what features are in the program such as basic primitive options and pre made scenes before importing a character to then play around with adding animation to that character. We used a character and animation exports provided by the lecturer and it all seemed pretty straight forward.
Interesting points I picked out from the importing and exporting procedure were file formats that I wasn’t familiar with before such as OBJ and FBX, before if I were to export anything from 3ds max to another program like sketchfab or zbrush I would use OBJ only because I’ve read or heard someone say that that’s the format you’re suppose to use without actually knowing any reason behind it. To my knowledge now, it’s better to use FBX if you have any animation information you need to export rather than OBJ because OBJ focuses on static information. I left class after lunch to catch up on texturing project work so I had to do some self initiated study into triggering animations that I missed. Luckily Josh was kind enough to give me a rough outline of what was involved and gave me a basic understanding to work off. I then did some research into tutorials of triggering animations on digital tutors and you tube and from what I understand to set up a triggered animation in Unreal you have to use trigger actors that can be in any desired shape such as a box, capsule or a sphere depending on your situation and desired outcome.
The triggers set off events that you set up inside the blueprint editor, the blueprint editor is a node based pipeline of actions designed to tell that trigger what its supposed to do when triggered. Triggering the trigger actor is usually a response to some sort of collision with an object or player through hitting or overlapping with the trigger actor you put in place.
I found this tutorial and a few of the same you tubers tutorials on triggering animations helpful, the animations where relatively simple such as walking up to an activation switch which would activate the trigger so that the player could use the elevator. Having it demonstrated on a simple animation helped get a good understanding how they function.
Texturing this week was a lot of fun as the scene feels like its coming together finally, I added some simple mock up lights to the area so we could get a better understanding and feel for what it will look like finished. I think it helped us understand how dark everything is going to be and we will need to brighten some of the textures to make them work better in the dim lighting. A lot of the lighting and glow effects I wont be able to do the same way in sketch fab as I currently do in 3ds Max so I’ll have to look into how to get the same desired effect that I have in 3ds Max (handy to have a close reference to what I want the sketch fab version to look like in 3ds Max), some progress pictures of the texturing are below.
The feedback from this weeks texturing was focused around the style being too realistic and that the idea we initially pitched was to be a stylised/painted look. So for next week we’re planning to revisit these textures and tweak them toward the style we initially planned for.
Ben Ormstad (2014, August 6). Unreal engine 4 Tutorial — trigger and animate elevator Retrieved from https://www.youtube.com/watch?v=-qVgDUV0qpw
de Groot, T. (2016). Texturing Progress.
Schultz, R. (2016, October 29). Unreal engine 4 animation frames — photo frames & pictures design. Retrieved November 13, 2016, from Frame, http://frame.icapemay.com/unreal-engine-4-animation-frames/
unrealengine. (2004). Trigger actors. Retrieved November 13, 2016, from https://docs.unrealengine.com/latest/INT/Engine/Actors/Triggers/