Using Substance Designer I've created a dust texture and implemented it into my platform materials so that the dust can be vertex painted onto the wood planks as well as the moss and still utilising the height map. It took a little while to figure out how to get the opacity of the dust material to show when I vertex painted it but I eventually worked it out! I'm not sure if the dust texture needs altering a bit but I'll get some feedback and go from there as it wouldn't be too much trouble to change the substance in designer and then reimport the textures. I've finally got round to starting on the texturing of the hanging lights having unwrapped them a few weeks ago. At the moment the only bits I've worked on are the glass parts and the emissive map which are now done. Although I managed to get the emissiveness working in UE4 I was having some problems getting the translucency to play ball. In the end I split the mesh to use two different materials; one for the metal parts (opaque) and one for the glass (translucent) parts. Having finally sorted the issues out I made a material that would make the emissive map flicker like a faulty light. From there I duplicated the material a couple of times and changed the time parameters to create variations of the flickering material so that I could have different hanging lights flickering differently. At the moment I have three variations but it would be very easy to create more! Below is a screenshot of the normal lights (no flickering) and video of how the different flickering lights look inside UE4.
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Ryan GavegliaThird Year Games Art Student at the University of Northampton interested in Environment Art. Archives
April 2017
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