SPRINT 3
FOLKLORE NIGERIAN VILLAGE
SPRINT 3
FOLKLORE NIGERIAN VILLAGE
MILESTONE TASK LIST
MODULAR COMPONENTS PLANNING
MODULAR COMPONENTS EXECUTION
STORAGE HUTS (BASE MODELS/NO UV)
PALMS AND WATER HOMES W/ BRIDGE MODULAR ASSETS (BASE MODELS/NO UV)
CIRCULAR HUTS (BASE MODELS/NO UV)
MUD HUTS V2 (BASE MODELS/NO UV)
OBA'S HUT (BASE MODEL/NO UV)
LEVEL WORK/LIGHTING PASS
POST PROCESSING
PAINTING POST PROCESS EFFECT
YOUTUBE | BLUEPRINT USED
The effect that I wanted to give this environment, an oil painting look, required a post process effect that wouldn't just effect the player camera/viewport but the world and materials of objects as a whole. The post processes on marketplace weren't really looking like what I wanted so to do this, I used a tutorial to make this effect adjustable and customizable while understanding how it works. The blueprint required to make this effect work is to use a normal map as a world aligned texture that will be linked to a scene texture post process input. Then creating parameters for the material instance created from the post process material to be able to slide the variables like the effects intensity, scale, and saturation. This effect places a normal map across the world like a layer, so anything within the post processing volume will be within the tiling range of this normal map. So when intensity and or scale are adjusted, it changes the world align on the world's UV and distorts it. This gives the world, not just the viewport of the player, a "painted" look.
I am still experimenting with the normal maps and the intensity and scale of the effect to test what looks best and not too busy.
IN-CLASS CRITIQUES
MATERIAL SETS
MATERIAL TESTING
I am currently experimenting in Substance Painter with the materials and textures that can coexist with this post process effect. As of right now, after a small test with one of the water storage huts, I feel comfortable moving forward with the UVing and texturing process!
LAYOUT/IN ENGINE