Never used Unreal before this week, beyond having it downloaded on my computer, but the final part of the AAA asset submission was to get our model in a Unreal 4 build so below I am going to give a quick breakdown of my build before giving my final thoughts on this assignment overall and my progress within it.
My build has 5 levels, accessed by the 1 to 5 number keys respectively, the image above is what the build opens to in level 1, a scene with a simple image in the middle informing you of how to reach the other scenes and what’s in them.
Level 2 & Level 3:
These scenes contain the final model with all it’s textures. I also included a little pedestal set up for show and used Unreal’s blueprint system to make the directional light in the scene rotate around the mask to show off the textures better.
A slightly more dynamic shot this scene contains the birdmask, one of Unreal’s standard assets chairs and my woman model from last summer in a dark space with a blue key light. This scene was just an attempt at showing the mask in a less clinical context.
This level contains the birdmask model using the normal texture with surface details that was made using zBrush. This is a unfished model since I dropped that method and continued on with Quixel but still seemed worth showing so it’s there as a little extra.
My only attempt at photorealistic models and hi-poly before this assignment was the woman model from this summer. I have never really gone through the entire pipeline for making photorealistic assets, using surface textures, alphas, occlusion maps and the like before. Due to tackling this assignment I now am aware of at least the basics of the hi-poly asset pipeline. This project has greatly expanded my knowledge set of texturing, baking and using Autodesk Maya instead of blender and has given me quite a few new tools to consider when I go back to my main style of modeling.