Aftermath Bootcamp

Aftermath Bootcamp

  1. Link to Zip File of Executable,Packaged UE4 project (.zip file)

Link:

https://drive.google.com/drive/u/0/folders/1E5jw5ewaMK2Vm3Y26VH_5hkytxAmkT3L

  1. A video and/or screenshots of your environment embedded into the blog post. (upload videos to Youtube or onto Google drive)

Link:

https://www.youtube.com/watch?v=_Vh1tJpuuec&feature=youtu.be

  • The store door and the two arena gates all had triggers to open when the character entered the box trigger. There was also fog surrounding the bottom of the mountain so you can’t see the bottom of the world.
  1. Details of the iterative, modular workflow you used to complete the environment. Include a screenshot of the modular kit you created. What are some of the benefits of using this approach?

A modular workflow means that each piece of an environment is an individual asset. In this boot-camp I decided to create a simple modular kit for a building/ store. I created a door, doorknob, wall, floor, step, front connecting wall/ side of door-frame, top of connecting wall/ top of door-frame, light-bulb, light-bulb cable, front of a counter and the side of the counter which was shelled out so that objects could be placed inside. The benefits of using a modular workflow is that you can reuse many of the assets and the player can interact or move around in the space that may have been blocked if another workflow was used. This workflow also allows environment artists to have a better understanding of how their creations are made so that the elements they create are relative and make sense.

  1. What are trim sheets and texture atlases? Include images of some examples.

Trim sheets are basically layouts for the creation of a normal map that would add detail to your scene. A benefit to this would be optimisation due to all of the fine details being baked down into the texture of the environmental assets.

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Texture atlases are compilations of various textures that can be easily accessed to texture assets in a scene. A benefit to this would be that when the scene is being loaded only the one texture atlas would need to be loaded in order for everything to be textured.

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These assets were made using a texture atlas.

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