It’s time to finally get our teeth into this project and
start making assets. As I have been pushing the first person canal bit of our
game I am going to be responsible for creating the assets for this area.
I made my Grass and flowers by creating high poly versions
of every individual part I would need, so pettles, grass, bulbs, stalks Etc. I
then Projection mapped the normal information and Albedo information onto a
single plain. I could then put this texture map on to a Square plain, and cut
the individual pieces out and then re build the flowers from these extremely
low poly pieces.
Allot of the high poly meshes were textured using Gradients
in 3DS-Max and colour picking from my ref. The leaves and poppy petals were individually
modelled, unwrapped and textured prior to then being projection mapped. This is the process I used to make the vast
majority of the foliage.
This process once you have learnt it is extremely efficient. It’s
also really quite fun as it’s in complete contrast with the normal modelling
process. Using this method you are first modelling with only creating a
projection map as your finale output. This means you don’t have to worry about
tri counts and generally inefficient modelling techniques, this makes a nice
change. This is all going toward making your texture, so you’re actually making
your texture first and then you’re creating your 3D assets. This is reverse to
the normal process, also often with this process there is need for unwrapping.
First version of the grass
Here I also had to learn about the asset painting tools in
Unreal.
After creating this I could see that each individual alpha I
had created was too dense. I need to create grass that doesn’t have a defined
edge; it should just become lost in amongst the rest of the grass. This is the
main challenge with creating foliage, its hiding the fact that these assets are
made up of relatively large alpha planes. These assets will also take up a huge
proportion of the screen and can be looked at from most angles. I’ve still got
allot of experimenting to do here with this grass.
I’ve added my flowers and created various different types of
grass. First an FBX that consists of just grass, another of just grass and
daisies, Grass and Poppies and finally grass daisies and poppies. This means that I can now make a varied field
of foliage instead of a field with the same consistency throughout.
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