Friday, March 18, 2022

3D Games Production (week twentyfour)

This week, I wanted to do some map analysis of my work. Last week I went over fixing some of the maps to be more representative and ensuring some baking problems were fixed.

I went over my maps, ensuring everything was channel packed ready to be imported into UE4.

Overall, the albedo is very strong and the colours are representative of what I want to portray, the only problem I seemed to encounter was trying to saturate colours or offset colours to make everything less streamlined and less of the same colour all the way around. It was difficult to do offset colours when a lot of the materials were the same colour, such as rock and wood have a variation of brown or warm-grey, which makes it difficult to pick out colours - as wood would not be as saturated as an orange or hot light for example.

Finding the colour balance was difficult, but I believe this could be fixed with lighting in UE4, as it is a PBR piece which reacts based on a lighting scenario. Maybe adding lights into the scene with an offset hue may improve the textures.


Roughness, Metallic, AO map

Albedo/Colour map

Normal map


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