This week's focus was on finalising assets and the engine imports.
I have had issues with unreal 5 in the past, due to lumen not being compatible with screenspace effects by default, I felt like I lost control with some of my projects, however, I found out how you can re-enable the SSAO within the post process volume. Typing this command into the defaultengine.ini config file, I was able to regain control of the ambient occlusion.
r.Lumen.ScreenProbeGather.ShortRangeAO=0
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Screenspace Ambient Occlusion now re-enabled in engine |
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Setting up emissive via material only on the Material IDs attached to meshes. |
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Rig imported into the level. |
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Rig animation test gif |
Using the Level sequencer inside unreal, I was able to fulfil the implied functionality like in the concept that was provided in the brief.
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Example of level sequencer with keyframes for animation loop |
For the props, I was originally going to the crate on its own. Until a friend mentioned to me I could possibly do something on top of crates, so I opted for a bolt and spanner, which would act as narrative as if someone was helping to fix the rig with some old school equipment.
I managed to get all of these within budget of the required 2k tris for the narrative prop budget.
Floor texture inside Substance Designer |
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