Camera and lighting issues

Well the good news is that the camera works! I looked up the blueprint documentation and managed to get each camera corresponding to a number on the keyboard. I did want the user to be able to use the camera to move around 360, but I was still able to move it like a  FPS game. In the end I decided to limit it to no movement.

Unfortunately my laptop freezes every time I try to package or do a lighting building. I am hoping to do this tomorrow at university.

camera blueprint

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Finally got the buildings in

Picture1

Putting each building into the scene manually, one-by-one is a laborious and tedious task! But as I mentioned before, putting the whole scene simply wouldn’t work. I am disappointed that it ended up being last minute, but I’m glad it’s in now. I can sculpt around the scene so that the edges don’t show.

Buildings part 2

After repeated attempts to get one building into Mudbox, I decided to leave it and texture the whole scene, however, the textures came out distorted.

I tried to use the normal texture maps from blender, but Mudbox kept giving me a message that the UV Map was wrong. In the end I imported the whole thing from blender into unreal and placed a stone wall texture on it.

The trouble after that was trying to get the buildings onto the grass steps correctly. No matter how many times I re-sized the buildings or the terrain, I kept getting the same result, where some of the building would float in mid air.

I went back to blender and this time managed to import each building separately.

HighresScreenshot00004 HighresScreenshot00006

Whenever I became frustrated with the buildings, I would try and improve the terrain.

It worked!

Well, kind of. The second time round, I received an error message in unreal stating that the heightmap should be in greyscale, so I amended the image in photoshop.

Once that was done, I had no error messages at all. However, the mesh generated was distorted and bumpy. I had to smooth everything out and re-size it so I could place it on top of the mountain.

pic_luminance

Running into Issues

Now, I’m having trouble trying to import the grass steps as a mesh into mudbox in order to paint textures. I get all sorts of warning message about degenerated faces or too many edges. I look up all the error messages and try to fix them by using the clean up tools in Maya and correcting the UV layout.

I am going to keep trying to correct the mesh, but if it doesn’t work out I will need to try something else.

Project Mangement

I will be going on holiday from 5th to the 13th of August, which brings me to write this time management post. I will have to adjust my plan and do as much as I can before and after my holiday.

So far I have sculpted the terrain in unreal and have painted the textures, which at the moment looks very obviously tiled and not at all realistic. The buildings and grass steps have been imported into Maya from Blender. They need to be textured and placed into Unreal.

At this point I am behind as I was hoping to get the buildings into the terrain before I left. However, I have some time when I come back to get back on track.

Forefront: Grass Tool

The new release of unreal engine 4.8 comes with the grass tool, which allows users to create, setup, and spawn static meshes that covers the landscape in what appears to be dense grass, flowers and other foliage. This tool only works with the Landscape Terrain Actor.

I believe that learning and implementing this tool will be of great use to me in this project. I would like the terrain to be covered with grass and trees near the tops of the mountain, and rocks on the bottom. I will also need to create a merge layer to blend the grass and rock textures together in a more natural fashion.

Source: https://docs.unrealengine.com/latest/INT/Engine/OpenWorldTools/Grass/QuickStart/index.html