Full Title: Game 3004 Final Major Project - Texturing Front of House Assets Lot 1 (Week 7) (20/02/2023)
Modelling Front of House Final Asset Lot 1)
Welcome to the model zone, the week where I finally begin to solidify the textures and overall finalised meshes of much of my front of house. For the first lot of many I wanted to focus on the largest and most modular assets, the furniture. Specifically the chairs, barstools, sofas, tables and counters. Not to mention doors too since they play a major part in accessing many of the later rooms. To begin I gathered all my greyboxed meshes and used them as a base to work on top of. In the case of the sofa however I opted to not use it as a base but much more of a reference point with scale, dimensions and how it would assemble to make a larger modular sofa piece. With a lot of bevelling extruding and swift looping I was able to create low poly meshes that had a much more optimised topology and better UV layout to unwrap from. Then to make the higher poly I added a lot more loops before dropping a turbo smooth to give the edges that glossy smooth high poly result that would be baked down onto my low poly.
Texturing Front of House Assets Lot 1)
With my high and low poly assets assembled and UV unwrapped onto two different sheets I went onwards to texturing. For the most part I kept these sheets separate as one used an alpha channel and had emissive’s in the lamp whilst the other did not. Other factors like a metalness channel help me decide how to group assets of similar values together to keep the best texel density and general total number of maps down by having them share the same sheet.
Anyways in texturing I began by masking every individual UV object to a folder titled with their name as to keep my work clean and neat. I then added a base colour and roughness value with the fill layer that I would further build upon with the mask editor and noise maps. I could then use the paint options on the mask to further control the spread of many procedural effects when it comes to corners, edge wear and extra smaller details of stitching or screws.
With this done all that was left was to ensure my maps were correctly scaled in size and export them in a channel packed fashion back over to 3DsMax. In which I would reset my axis and align everything back to 0,0 for a clean export to the engine.
UE4) Glass Shader and Lamp Shader
When talking about one of my greatest battles so far in the project I cannot object to great length having to discuss the hellscape that is a glass shader. I went through many different variants to try and build something that had the effect I needed but met many tribulations so sit down and have a listen. The main overall points of which I wanted to achieve was correct refraction much like glass does to light when it passes through, have it be transparent but in a planar manner so my directional light can still pass through and the final point of it having dusted edges. I first followed some tutorials such as How to Make Glass by Jovan Tomasevic (Tomasevic, 2022). Which did good to resolve the first 2 points of making glass in a quick manner but unfortunately did not give me that edge effect. And so I went back to testing a feature I had long since forgotten about, distance fields. Distance fields are a short field that appears around the edges of a mesh and lets shadows in real-time render that bit better in most cases and also lets shaders be able to interact with one another in materials. I figured if I got the nodes setup that upon an intersection they would share it would be easy as pie. Boy was I wrong.
My setup for the glass mesh was to use planes with a slide extrude as for thickness. This meant that it wasn't a full mesh and so distance fields refused to generate. Once I swapped to a more box approach the fields generated but had many issues intersecting with the blinds and overall making my directional lights no longer able to pass into the space. And so I had to ditch this approach and opt for regular glass that would just refract and have that rough shine real glass has. Moving into more glass like shaders previously I discussed my feedback that pinpointed the issues surrounding my lamps. They did not feel like ceramic in terms of the light that was glowing through them and upon being turned off actually acted more like grimy plaque. So with some help from my peers I realised that if I enabled a bit of subsurface scattering with a mask from my curvature map I could control the emissive glow in the way it would naturally begin to pan out from points of thickness. Much like the thick ceramic glass the lamps are most likely made out of.
Bibliography:
(2022) How to create a GLASS Material in Unreal Engine . YouTube. Available at: https://www.youtube.com/watch?v=dQehkg9VHJo (Accessed: (20/02/2023)






































































