This post is for the finalisation of the first professional practice brief.
I originally wanted to make windows for my scene so you could look out into space which would help cement the sci-fi theme. Furthermore, I thought it was a bit empty so I added a sun. This was going to be made in 3ds max, but realising I didn't have any more tri count for the scene, I decided to use the default sphere that comes with unreal.
Furthermore, I broke down the environment texel density to include the sun textures - https://www.youtube.com/watch?v=BAtUtTBs using this tutorial, it helped me create the sun in the background.
Furthermore, because we have to author the textures ourselves, I created the textures using substance designer and imported them into unreal.
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Sun texture using designer |
As to not make the sun look exactly like that in the tutorial, I went with something that was not only grounded, but contrasting. Because my interior is mainly orange, having a blue star like that of Sirius, it would provide some much needed offset and asymmetry.
To finalise the LCD screen and make it look like an actual screen, I followed this tutorial. - https://www.youtube.com/watch?v=wIQrNJUhVjA
Then when applied to a material instance, I could change some of the settings and use the emissive as a mask to only be affected by the effect.
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Render with photoshop post processing. |
The original screenshot was quite dark, so in photoshop I boosted the brightness and lowered the contrast slightly, furthermore, I added light bloom around the lights using the vivid light blend mode to give the lighting a halo around it to fake the emissive without it being ruined by Unreal's post process volume.
I additionally added a colour LUT to the post process to enhance colours like previously mentioned, additionally including a selective colour, which helped me identify what colours to boost.
As some additional feedback, I was given advice about the scene, how it looks 'too dark' - furthermore, I was told it looked a bit bare.
So I went back to optimise my environment a bit more, by doing so, I was able to add a cylindrical mesh which would act like cable.
To keep within the tri count, I invested my time into looking at making a spline mesh to help with instancing within engine. This gave me the ability to create a cable within engine without affecting my tri count by individually modelling the entire cable in 3ds max.
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Spline mesh Blueprint construction script taken from this video by Ryan Laley - https://www.youtube.com/watch?v=eKIiWa19EMI |
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