Watching
other people texturing is extremely helpful on how to move forward on improve
my texturing. I can see how my team members can get the values wrong and have
too much lighting information on the Albedo. From this begun to I fell that
working too much into a texture can make it look unrealistic, but this is
probably down to values. I feel texturing is the same with painting, a good
value is balance is a lot better than colours thrown onto a page without
thinking about the tonal range.
This was one of the first projects
where I was able to use the Unreal Engine. The previous group I was in, one of
the team members was bottlenecking the engine work. At first I even found the
most basic stuff to be quite difficult, this included how to import assets into
the engine, how to apply materials to an asset, and general understanding of
the UI. This version of unreal is significantly better than the previous
version, as it’s much more user-friendly, but still the UI is quite daunting to
a new user.
I managed to produce a few
blueprints for the level, such as a matinee fade in, and interactive door which
you press E and the level fades out. I also managed to program in a crouch and
a sprint function. I have this rather bizarre ability to be able to tell
someone how to make blueprint and what they need to implement, but I personally
have no clue on how to actually construct the blueprint.
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