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Week Four Update: Asset refinement

chanapakerd

After the feedback session, we all got on a meeting and worked on our camera motion a bit. We made the camera movement slower and make it mimic more of a real world movement. Though, we are still waiting for the final animation to nail down the final camera movement.


For week four, I was mainly responsible for finalising the garage assets. I want the space to look sci-fi but also realistic, so, for my research, I looked at both real life garage and Sci-fi interior references.


One of the biggest design challenges is finding the sweet spot between realism and sci-fi. If everything in the scene is sci-fi, it wouldn't read as realistic. However, if the environment has to much real-life aspect to it, then, it would not be sci-fi anymore. As a result, I decided to keep the design of the main modular pieces sci-fi, while the other prop assets that will be used to populate the scene will remain realistic-looking.


The above are some of the references I look at in terms of lighting and shape language of the assets. Some of these are quite realistic looking because of how the lighting is handled and the assets are modelled with high fidelity. However, our final product is going to be a video we have to think about optimisation and how many tris Unreal can handle in one frame.


I'm still in the process of troubleshooting to figure out if I need to model high poly models or do I just use normal maps and height maps to mimic some details that couldn't be modelled in.


I have been doing a lot of research on the correct pipeline for modeling hard surface for real-time engine such as Unreal. I want to start off on the right foot and I think it is important to use the correct pipeline and appropriate topology to yield a successful result.


Some of the assets I worked on this past weekend all of which are UVed.


(Walls, floor, support, electrical panel, shelf, doorframe, door)

Below are the assets I found online which will be used to populate the scene.



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