30/04/2018

Texturing and Unreal Game Engine


Today's session saw the final stages of texturing for the game level being applied.  There had been some problems in the morning with textures that had already been applied from last weeks session, the textures on some objects were not showing.

Textures were re-applied, and it was advised by the course tutor to move the objects, such as all the houses in to groups.  This would help with re-applying the textures for all the objects as well as when moving the entire level into Unreal.  Each object would have to be moved separately rather than the entire level, as this could create problems with the collision in Unreal.  Collision would go around the entire level, rather than allowing the players to move through the level.





Additions were also made by adding more wooden planks, in acting as bridges and walkways over roof top houses and warehouses, connecting to one and another.  The purpose of this is to add another dimension to the game play, by adding another tier.  Another change was made to the floor.  Previously, the flooring had been built like everything else in the level, with a modular theme, meaning it was small planes being added together.  With further thought, it was a advised by the course tutor to use one large plane and texture it, rather than using many small ones, which would save time and have the same desired effect.

The final stage of the day was to export the level into Unreal game engine.  The level was exported by groups, so all the houses, warehouses, chimneys and so forth, which would all appear in the same places as they did in Maya, so not to have to rebuild the entire level from the beginning again in Unreal. Once this was done, the textures needed to be re-applied to the models.  When going through model meshes, collision needed to be added to each model.  On collision, select whether simple or complex.  For most models this was complex.  Then on the right hand side menu, scroll down to the bottom until reaching collision and on the drop down box select use complex collision as simple.  This will allow the players to get up close against the models without bouncing off the mesh from a distance, taking into account of complexities of game play.

This is done by dropping the group meshes in the content folder, then making a  separate folder for materials.  Then creating another folder for textures.  Dropping the textures in, created from Substance Painter, then creating a new material, naming the material, so to know which object/ model it is being applied to.  Double click the material which will open the material Blueprint.  Once there, drag and drop the textures into the screen and attaching them to the material box.

 


Texture, (white), to base colour, Occlusion, red to ambient occlusion, green to roughness and blue to metallic.  Normal map to normal.  Press apply to make sure textures have been correctly applied and save.

Return to meshes folder and select mesh which material is being applied to.  Select highlight, which will indicate area of mesh in which texture is being applied.  On drop down box search material and apply. Then save.  Textures will now have been applied.







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