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Showing posts from 2018

UE4 Math Hall and Niagara Particle system

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Niagara I was also exploring the new Niagara particle editor In UE4 and I thought i'd try recreating the dust particle from the starter content which uses the old Cascade Editor. I have had some experience with the Cascade Particle in the past and stacking modules but Niagara on the other hand, is amazing because it gives you more control like make your own module using the node editor and then stack them up to get the result you want.I then decided to convert the dust particle to Snow. In Unreal engine v4.20, Niagara was at experimental stage and it was missing Rotation Rate module like cascade has. I didn't want to try using the node graph and make my own module as i was still getting my head around the main  area. With some help from UE4 discord server, i was able to get rotation rate via this hacky workaround. i kept nesting dynamic inputs until i got the rotation rate. Its actually funny how nesting dynamic inputs can give the result you want and makes it a lot eas

New Project: Materials!

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Now that the first project has been completed I now have an idea of what I know and what I don't know. So far I have an understanding of the workflow of an Environment Artist but I feel I could enhance this environment a lot further by making things more dynamic. Looking back at the first blog post I can confirm that learning more about animation techniques is really something I would like to explore. By animation techniques, I mean exploring the different methods of making things move in games whether it's through the use of materials, VFX, rigging and animation, blueprints or other methods. However, I feel learning animation techniques is a massive subject to cover especially for one semester so I hope to split these animation techniques into smaller projects. These are the main animation techniques I have found so far: Complex Materials VFX Pivot Painter Rigging and Animation Blueprints Sequencer There are probably more techniques but I will try and make sure that

Arrr! Me Cabin Texturing Progress Matey!

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I was hoping to get this project done by Halloween but the texturing process turned out to be longer than I expected it to be. Anyway here is the completed scene: Artstation link:  https://www.artstation.com/artwork/OyoeDJ Stylised Pirate Captain's chair by Iby on Sketchfab Texturing Process I was initially thinking of using Zbrush for the texturing but since speed is important for this small project, I needed to find a quicker method of texturing. I did some googling and found this Texturing process by 3DEx where it shows you the process of making stylised material in Substance Painter:  https://www.youtube.com/watch?v=Z7nwuTkvnQc . It wasn't exactly what I was looking for but I did a bit of tweaking to the smart material and ran with it throughout the texturing process. 4 variations of Wood Textures used throughout the scene I started on the Tileable Textures first as I will be using them quite frequently. Wood is the main texture used th

Cabin Scene - modelled and UV mapped

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Here is the first stage completed - modelled, UV mapped and ready for texturing. Quickly imported everything into UE4 and thought I'd do a bit of lighting to see where I want to put lights. I totally forgot about the chandelier but I'm going to skip that and use lanterns instead. Plus won't chandeliers burn the ship if it was sailing during a storm.😄

Cabin Scene - Diorama Ideas

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Started work on a diorama to explore what I know and don't know. It's also to check if animation really needs to be something I need to look into or if I should explore something else. Initially, I was looking to create a diorama of one of Dishonored's Levels but that seemed a little too big as it involves a lot of modelling and texturing especially with the amount of detail involved. Adermire, Dishonored 2 - Adrien Thierry I then was inspired by Scott  Homer's work on Stately Home Diorama but that involved a lot of Zbrush sculpting. I needed to find something much simpler and quicker to complete. Stately Home - Scott Homer  It took me a while and finally, I settled with a Pirate cabin scene from Sea Of Thieves. The reason is that the materials are consistent (wood all over). However, there are a lot of meshes involved so I will be doing some modifications - reducing the number of meshes and modelling the diorama using a combination of the 2 references (State

First Blog Post - Ideas

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The Past  I did a BA in Games Design, utilising software such as UE4, Maya, Substance and others. I mainly specialised as a 3D Environment Artist. In the past year, I was applying for jobs, going to interviews and got a bit of voluntary experience at team17. Studying and creating 3D Environment Art is great fun! However, I want to explore areas outside the 3D/Environment field to expand my knowledge. My Website: http://iby.webflow.io/ My Portfolio: https://www.artstation.com/iby Interests  There are a lot of things I am interested in. Currently, I am really fascinated with Materials, VFX and Animations. Most of the time I create environments which are static. However, I would like to create more dynamic environments with things that are animated/move. I would like to create complex materials such as those created by awesome artists like Dan Atwell from Ninja Theory. Dan Atwell - Rock blending into the terrain Initial Idea to study I want to explore