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Showing posts from February, 2018

Week 7 - Fish Tank

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Continuing from last week, I made more progress with the lounge, as I have been working on a TV and shelving unit. Here is a screenshot in 3DS max. I want to make some ornaments to go on the shelves if I have time and maybe some DVDs. I have spent the majority of the week working on the fish tank that is in the hallway round the back. I Have modelled some rocks and a base that will be pebbles to go it it. I've been struggling quite a bit with trying to get the water to look realistic but its definitely getting there. The main thing was, I didn't really know how I was going to approach it, but I've done it so that the water is a box that I made in 3DS max and I've made blue transparent material in UE4 to put on it.

Week 6 - Substance Designer

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Last week, I was advised by a tutor to start looking at getting a texture on the floor as it can help you to feel like you've made a lot of progress with your work and you can get more of a sense of what the space looks like. As the downstairs is going to have all wooden floor, I started with creating a wooden floor texture in substance Designer. It took me a while to get back to grips with using the programme again, its never been my strong point, but I feel like I have created a texture that I am reasonably happy with and fits the style of GTA. As there are no panels in the wood, I might go back and add some to it, but for now, I will leave it as it is, and focus on getting assets into the scene. Here are some screenshots of my scene in engine.  As I mostly spent time on the kitchen/ bar area last week, i decided to work on the other side of the house this week, being the lounge. Here is a sofa I'm currently working on in 3DS max. I'm going to take it into

Week 5 - Adding assets and basic lighting

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This week I made a bit of a change to the Roof windows as I wanted to put an extractor fan above the island which will have a hob on it as most high end houses tend to have the hobs in the middle. However I also knew I wanted the windows to stay in the same position as it creates really nice lighting and shadows. I did research to see if I could get any reference and inspiration, and I ended up creating a square in the middle of the windows for it (see below), which I think works really nicely as you still get that modern sleek look, whilst still keeping the natural lighting that comes through the roof. I did ask tutors also to see if it looked realistic and they seemed to be happy with it, however one suggested to make the windows a bit thinner, as before it looked like they were too big and heavy to be supported by the roof. I have also added some assets in the kitchen and bar area, whilst the bar counters don't need much more doing to them, the kitchen ones need a bit

week 4 - Creating the shell

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This week created some more parts of the modular kit, like some large ceiling to floor and roof windows. I have also made a door that the player in the future, will be able to open and close, and added some simple details on it. I will come back to the door and add some chamfers around the edge but I won't add too much more too it as its supposed to be modern so I don't want to over do it. I have added in some stairs and created a half wall for the balcony part. I created a floor tile as part of the modular kit, and had to play around with the measurements quite a bit so it feels like I haven't made much progress this week as I've mostly  been working on stuff that's not too visible. Down below are screenshots of my progress so far in engine. Overall, I am happy with how my house is coming along, I feel I have got the structure and placement of everything about right and in play mode, the character can wander around comfortably.