Project Three 04 Texturing and Real-time function
Painting sheets wrinkle in Substance Painter
Tog give more variation to each bed set, I added wrinkles on fabric by painting height and smudge it.
Substance source and Substance plug-in for unreal engine
To achieve best texture with time constrainet I utilized more preexisted materials and generaters in this time.
I first appplyed substance materials within unreal engene with substance plug-n for larger object like walls and floor but late I chaneged to use them in substance painter as I wanted to paint some dert on them. I only applied substance amterial in unreal engine for some objects I could not finish in time.
Painting by UV map
Decal
I used decal on some tiled object to add variation without increasing the number of material sets. I fould manage small stain on the floor but run out of time to set decals for wass stains to add some reasonable trace of wear as well as conceale some UV artifact seemed on the wall supposedly caused by UV boundary.
Some unfinished experiment
As I have tried to give a length to light source, I leared to change the ‘length’ attribute of lighs. I have noticed that parameter when I first tired by didn’t see the defference just because I the value was too low to be visible in the viewport.
Espetially for the lights come behid the grids i.e red lamp and wall lamp, I wanted to make light source in objects. That was possible by making object transparent and put the lights in them. I managed to make an object transparent but coud not find the way to mask the opacity.
I was trying change lighting based on those new knowledge but I ran out of time for making object painting decent as well as an unexpected packaging error due to Visual Studio installation.







