If you’d read my previous blog post you will know that I have recently started working on an ‘Architectural Visualisation’ project I am doing in my spare time while doing my Final Major Project for University. Over the past week I have been whiteboxing the environment so that I have the scaled base assets set ready to start making the final meshes.
I have found that getting realistic scale between objects is surprisingly difficult especially when working from a 2d image. So most of my time has been spent trying to get that correct so that I don’t have to worry about it later on down the line when I’m making the final assets.
I started out by blocking the environment out using BSP in engine so that I could quickly get a sense of the environment. I used the 5cm grid as a guide so that I had relatively fine control over the placement. By using the grid I was then able to setup the grid in Max so that it was the same so that when it came to creating the Static Meshes to replace the BSP it would transfer exactly.
I have now replaced almost all the BSP with nearly final custom meshes. This has means I no longer have any of the lighting bugs I was getting and I could apply basic materials to the scene to get a better idea of what the finished image will look like.
Finding reference for some of the elements has proven tricky. Getting furniture reference isn’t too bad as most furniture stores give dimensions and a variety of photographs of the products. But with things like the floor to ceiling windows they are slightly more bespoke and getting close-ups and dimensions for them has taken longer that I first anticipated.
From here I’ll be continuing to add more meshes and add further detail, refining the assets I have already made until they are ready to unwrap and texture. While doing this I’ll also be working on the lighting in the scene as this is going to be key to showcase the assets and make the scene look realistic. I have researched into different techniques that other people have used to get realistic lighting working in UE4 and have done a first pass of the lighting, although it’s not close to correct it’s, giving me a base to further work from.
I am Elliott Pacel, a Technical Artist at Reflections, Ubisoft.