I decided to get my archways finished and in Unreal fairly switfly in order to get the main patio area of the scene looking more life like. I focused on getting the normals on the patterned arch working. I decided to go with a simple pattern for the normals and just use the diffuse map for the highly detailed centre pieces. I feel this will make the scene read better and make the normals look less noisy like the original tests.
I added a very simple base colour and AO map to the sections in order to check the normals worked correctly. At first, when imported into Unreal, the normals were reversed to what was being viewed in Maya. In order to solve this problem I went back to the normal map in Photoshop and reversed the green channel in the map. This fixed the issue when the normals were plugged into the Unreal 4 shader,
Another key decision I made with these pillars and archways was to have them as seperate pieces. The pillars are seperate as then I can use them elsewhere as assets inside the rooms and it gives me more flexibility for changing any specific instances if I feel the scene needs more variation in the future.

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