With everything in place, adjustments made and details created, I can call my backyard slice finished. This was a bit of a challenge in terms of approaching all these new methods and workflows to create PBR materials- the majority of work I’d made prior was all hand painted, diffuse only models. It took a bit to fully understand what each map type does, how they work together and how to create a balance between them so that the material doesn’t look over zealous and it harmonises with all the other materials in the scene. Creating this scene took a lot of back and forth, doing and redoing to find methods I thought worked efficiently and also create a look that was aesthetically pleasing.
1 thing that learnt from doing this project was Substance Designer as a whole program (I’d never used it prior to this). Learning how to procedurally create textures was a very interesting process since I’m so used to just using Photoshop and painting whatever material I needed. Seeing what each node does and how they all work together was fun to experiment with and being able to change just a few nodes to alter the entire look of my final material was definitely useful in quickly generating textures. Definitely a lot faster than having to repaint it entirely.
Things I felt went particularly well with this project were my approach to using UE4 and my sculpting in Zbrush. Although I didn’t do anything extremely complex in Unreal I feel a lot more confident in creating materials and altering them using various nodes and also setting up a scene to look good via lighting and post processing. I’d done quite a lot of research into the aesthetics of Unreal, looking at artists like Henric Montelius and Jasmin Habezai-Fekri to understand what makes their Unreal artwork so organic and how I could bring that into my scene. I feel as though the experimentation was worthwhile and the final scene looks really nice! I could definitely go further with more time and practice but for what I’ve done I think I’ve done well.
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