Tuesday, 3 May 2022

Placing my Superspy into Unreal and project post mortem

 After having the assets ready, It was time for me to place my character in Unreal. I have used the skeleton asset to pose it and saved it as an animation. 

The materials were quite easy to set up, taking a look at the tutorials provided on blackboard for the ones that required shaders, such as the eyes, hair, and the skin. 

At this stage, I have encountered a problem, which was that my ambient occlusion maps' values were flipped, having previously followed the tutorial by Magdalena Dadela. That was a quick fix though, inverting the specific channel in photoshop.




With this done it was time to light my character. I have used the same approach as for the husky, which was the 3 light setup. I did end up adding some more since some parts of the character looked too dark.








I ended up adding a lightbox as well and lighted it using the different lighting channels, which tied everything together in a very nice way. I am very happy with how this project turned out. There were some sacrifices that I had to make in order to bring it to a conclusion, which were the decals that I was supposed to add to the hair roots. 

Also, having everything in unreal made me realize that the face was lacking a bit of texture, and also the hair looked a bit stiff, lacking some detail on the normal map. This is something that I will keep in mind on my next projects, even though I am planning on learning hair cards.

After submitting my project I have also noticed that I forgot to give my Character bottom lashes, being so used to not drawing them in traditional art. This is something that definitely won't happen again.

Overall, I am very pleased with the outcome, and I am very happy with the progress that I have made regarding this module, in comparison to the first term of this academic year.  


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