So as my Grads in game project is starting to draw to a close, there's a few things left to do that will complete the project. For me this project has been about achieving a very rich in detail environment, that focuses on breathing life into an environment. So to do this, adding some VFX and nice lighting is absolutely something to be included!
VFX:
This Image quickly illustrates a few of the key components I've added over the last few days to give a sense of life in the environment. It shows some of the VFX I've created, the lighting build with a god ray creating contrast, as well as the centre piece with a coherent texture pass that sits inside of the environment well.
The key VFX made for the environment are as followed: Fire, Smoke, Embers, and Dust particles. These are all being emitted from Particle systems. I wanted to stay inside the engine as much as possible, so apart from creating a few alphas most of the VFX was done through blueprinting inside of UE4, and I was quickly able to experiment with scalar parameters to reach a result I was pleased with.
These where originally set up as stretch goals. However, once I saw that the project scope was achievable in the time that I had left to complete this environment. I decided to begin delving into the VFX and lighting on the environment. These are both areas I'm not massively experienced in; therefore investing a little more time has been beneficial to refine my skills in those particular disciplines.
Fire node Graph:
After working into the fire material, I cleaned up the graph a little to make it easier to navigate. The shape is the primary thing that drives the believably of the fire, and I found a good way to give the sense of fire flickering is to have a basic shape which is effected by an alpha offset (clouds noise to give lots of variation) Having this panning will distort the original shape based on the panning clouds texture. To give more control I set it up with parameters that could control the scale of the clouds as well as the alpha threshold. If I have more time I would like to go back and refine the material a little bit more. giving more parameters to experiment with and push the overall look.
Ganesh:
With very pressed time left for the project to be complete I needed to revisit my Ganesh statue; I wanted complete control over the polycount in engine through LOD's- I exported the mesh as 4 separated pieces; doing this meant that if I was only looking at one of the pieces the rest was being culled and it would help the project run a little easier. Furthermore, I decimated the mesh to a poly count which I wanted, this gave me faster accurate results for the mesh to quickly go into the engine. From this point, I was able to do some quick automatic UV process's and with a few materials I was able to reach a quality that worked coherently within the environment.
If I have enough time to invest into the project once my other key elements are completed. I want to return to this piece and refine the UV's as well as the tolopgy.
Polycount and LODs:
At it's highest LOD all the pieces together amount to around 200k Tris. Which may seem a lot. However, I'm utilising the LOD tool inside of Unreal engine- this is a screen-based solution which swaps out your mesh for another version of your mesh with a lower poly count. I'm also using the triangle reduction tool- in some instances I found the poly count to be too much, so I used the triangle reduction tool to decrease the poly count directly in the engine. This does help the performance of the game, the only thing it impacts is the disk space it takes up. and for a hero asset it's easier for me to directly control the LOD's and the reduction inside of the engine as supposed to back and forth in an external programme.
Lighting:
A very key factor that has pushed the overall look is the lighting in the scene. I've spent the last few days working on the lighting with post process's and colour grading.
Colour grading:
Inside of photoshop I was able to take a high resolution screenshot of my scene, and then using various post processing effect I was able to overlay a colour look up table and colour grade the scene to an exact point of which I wanted.
What is left of the project?
I want to finish the project in the next week. So, to complete this project I need the following (Only the first priority):
.Lighting polished
.Door into the environment
.Final Build
.Pillars Fixed
Once these have been done, I can look at revisiting and polishing up some other elements in the environment.