Wednesday, 8 February 2017

Workflow and Importing Textures

This was the first day where both myself and Mitchel were working together on the project, and part of this work would involve me creating and editing textures for him to import into UE4. To help our workflow, I created a shared folder in Google Drive for all of our files. This allows me to upload the textures to the folder and Mitchel to download them, whilst keeping a backup of all the files that is accessible to both of us at all times. This is a good solution to the problem of working on two different machines, and eliminates the need for the constant passing back and forth of USB drives and such.
This is a capture of the shared Google Doc
After I had created the textures, Mitchel imported them into UE4 and applied them to the relative surfaces. Some of the geometry in the level is particularly big, such as the main corridor walls, so for this we needed to use the 'Texture Coordinates' node in the material blueprint. This allows you to set a tiling rate for the texture, so that rather than stretching it across the wall, it tiles in a way which is consistent with the rest of the walls. We also have a carpet texture in our game, so we had to increase the roughness of that texture, so that the light didn't reflect off it and it didn't look shiny.
The main corridor, with textures applied to the surfaces
The blueprint view of the material, including the 'Texture Coordinates' node.



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