Yr2 Week 4: Film room texturing
- katiemorganbyrne
- Oct 30, 2015
- 2 min read

Week 4 has mainly consisted of making more changes to the film room. Unfortunately for Life Drawing this week there was no model again, so I chose to not attend Life Drawing this week as I am away at a wedding all of the weekend and Monday, so I wanted to get as much done as possible so I would not get behind whilst away. However I have recently discovered that our project duration is a week longer than we were first told due to an error in the brief, meaning the actual hand in date is Friday the 13th of November (eek!), which has put me at ease a little bit as I have been panicking about getting everything done in time and have been spending pretty much all of my time on the project for the last two weeks, meaning that for the next two weeks I can relax a little and spend a little time on personal work as I am quite far ahead of some of my team now, and haven't had any spare time to work on anything personal as of yet.
In Visual Design we had a very brief class which taught us how to apply lighting and colour grading in Unreal Engine, which although is something that is very simple, is something which I wasn't aware was possible, and seems like it will be quite useful especially towards our filmroom, as our film is black and white using green undertones and we were unsure of how we were all going to achieve the exact same green shades when texturing our assets individually, but this solves this problem. There are also features such as adding a vignette which darkens the scene considerably and looks quite nice, and furthermore there is a grain setting, which allows you to add a moving film grain to the scene, which I think works quite well with our old fashioned film genre.
Due to the extra week we have been given for the film room, we've decided we are going to experiment with things such as particle effects emitting from the shower, and also possibly sound. Most of our assets are in engine now, with the exception of a few group members who will hopefully add theirs soon also, so we can really start to see our scene coming together and it is already quite obviously depicting the desired room.
Texturing has taken up quite a large amount of time which I was not expecting, especially due to having to get all of the maps correct to produce an accurate looking texture in engine, which is quite difficult sometimes as the textures look drastically different in previewers before being imported to the engine. I have also had quite a large amount of problems texturing a shower curtain, as applying opacity to the model seems to negate all of the lighting properties that the textures use and makes the model have a very dull and flat but slightly opaque texture. I seem to be (sort of) getting around this by modifying a glass material to make it look as much like a thin plastic as possible.
Below I've attached some progress screenshots from this week which show the film room coming together.



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