Design Challenge II

Street Corner Surface Relief (10% of Final Mark)

Due Thursday September 20th, 2016

For your ZBrush surfacing challenge, you will surface the modular assets assembled for your Street Corner scene.

When designing architectural, modular assets, remember to consider rotation and snapping points, strong polygonal and vertex distribution across the model to accommodate effective surface subdivision (in order to avoid unnecessary re-topo work), pinning edges with extra edge loops and adjusting smoothing modifiers to avoid 'rounding' model boundaries. 'Kit bashing' and other techniques can be used to quickly and effectively generate modular families. Consider the smart use of alpha brushes to generate detailed surface stamps and tiles for more intricate elements. Used appropriately, they can be far more effective than hand-sculpting everything.

Smart UV'ing is also a must in this pipeline! Effective use of shells and shell placement for tiling materials and / or trim sheets, as well as masking selections will greatly improve your workflow. All objects and materials must be imported and assembled in UE4. "Failing to plan is planning to fail." Trite, I know, but nonetheless true in this case.

DO NOT import a pre-assembled scene en masse.

To get you up to speed quickly with some helpful tips and tricks, consider reviewing the Vertex Magazine collection (currently 3 issues) as supplemental reading. They are definitely worth having in your collection of reference material, regardless. They can be found here.

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For the materials at this stage, a flat colour in the diffuse channel is preferred. Slightly warm or cool light grays work well for this, but you can adjust the tonal value for context. Don't use strict black or white, but don't use exact mid-tones either, unless appropriate in context to surrounding assets.

Normal maps must be generated and applied for all applicable surfaces. Remember to consider the use of combined surface relief and tiling micro texture to create an effective surface read. Metallic and Roughness channels must also be included to complete the surface read. You may use static values or maps, depending on context.

For lighting, you may use the default lighting set-up in UE4, or you may create your own to set mood. Please be aware that poor lighting can and will negatively impact your scene, and also your overall grade. Observe. Check your scene from several angles for strong composition, and choose two (2) exemplary establishing beauty shots to submit with the Unreal Project Folder. Render resolution of the beauty shots must be JPEG format at 1080p (1920x1080 at 72dpi).

Failure to submit the assignment by the project deadline will result in a 0 (zero) in accordance with course policy.