So the Final Major Project is in full flow at the moment, but aside from that I have been working on finishing off some other pieces and starting a new personal project (Updates on final project at: www.keproject.co.uk).
I finished texturing my lawn mower and have done renders in Marmoset Toolbag 2. Which I thought would be straight forward but it turns out the workflow from Substance painter to marmoset isn’t as straight forward as I first hoped. It took a lot longer to get it looking how it did in painter in maramoset and although it’s still not quite 100% there; not showing all the detail the shader in painter does, I am happy with the renders I got.
The main purpose behind doing the Lawn Mower project was to practice working firstly on hard surface modelling, as well as working with a variety of different materials on a single asset. As a lot of my University work has been technically based recently I wanted to make sure that I kept on top of my modelling and texturing skills, especially working on PBR workflows.
Now that I have finished this project I am going to take what I have learnt from it and apply it to a new one. I have set out on doing an Architectural Visualisation piece in UE4. This will not only allow me to continue working on my hard surface modelling and material definition but also getting realistic lighting and working more on environment based work in engine.
I want keep the project to a decent scale so I have opted to doing an interior piece. After doing some research I have chosen on basing the project on a Foster and Partners project.
I was drawn to this particular image due to the colour and lighting. The soft blue hues from the external lighting reflecting off the interior furniture sits beautifully against the glow of the artificial lighting and wooden units. I wanted to pick an image that would be achievable but also challenging to get looking just right and that’s exactly what this gives me.
As all I’ve got to go off is the one image I have had to guess room’s dimensions. Using real-world dimensions from similar looking furniture got from IKEA I was able to model those and use them as a guide to setting the scale of the rest of apartment. As I fill out more of the furniture I will be able to refine the scale as well as work on getting the lighting right before moving into full production of final models for assets.
I am Elliott Pacel, a Technical Artist at Reflections, Ubisoft.