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| Various segments, bends, couplers, and 3 kinds of valves |
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| plain detail shading |
This 3d modular set based on photos of a historical building established in 1872 as a hotel in Schoolcraft, Michigan. It was turned into a bar and apartments at some point and has been known as "Buds Bar" ever since I have known about it.
This set started with my interest in the amazing colorful peeling brick texture.
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| Peeling brick surface. |
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| Photo with original façade and upper floor |
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| Historical Illustration |
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| Current building, Mapping out module sizes. |
Idea for generating windblown sand texture in Blender, and Unreal Engine.
I saw some nice sand patterns from a desert photo and it reminded me of the weird type of patterns the Blender Musgrave texture generates. After some experimentation, the results were actually pretty decent. Here are some examples of the setup.
The Musgrave textures are stretched out run, through ramps and blended together, then a Voronoi is used to make variations in the strength of some of the peaks. The Musgraves are also rotated around at different angles, because they tend to reveal repeating lines with larger scale values.
This technique might also help generate some interesting textures to use for panning water normals.
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| using several blended Musgrave textures input into a bump, and into normals for baking. Output Normal map, and Heightmap. Tweaked to make seamless in Krita. |
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| Shader setup on a plane in UE4 |
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| Simple UE4 shader with added color, and heightmap to modulate roughness. Blended the normal map with a seamless noise normal to add some fine grains. |
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| Mini-blinds with lined shadows |
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| Objects in scene are painted with the shadows from the light function |
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| Blueprint class with plane object and lights built in. contains a non-shadowing point light, and shadow casting spotlight which has the light function defined. |
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| The blinds photo is added and set to give emissive light, there is also a normal map I was testing, more useful when not emitting light. |
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| The spotlight near the blinds has a special material added as a "light function". This makes the lines masked out. |
Details about the functionality:
The player pawn is for walking around and looking at things. It contains actions for moving forwards backwards and sideways using the keyboard, and looking around with mouse.
The pawn is set up as a "character" with character movement. There is a spring arm with camera, but currently the distance is zero, so it functions as a first person view. I also added some optional actions for mouse right click to zoom in, and left shift crouches down and back up; both using a timeline.
I decided to try using a "cinematic camera" for the player view, and see what features make it unique. It has lots of settings to tweak the image quality, lenses, and focus. In this case I made a simple autofocus for fading things that are outside the center area.
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| Autofocus triggers on the tick, set at 1 second intervals |
There are posed people set up around for scale and atmosphere, but they can be an obstruction. To resolve this, I built a blueprint that can fade the people in or out when the player is near.
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| blueprint with capsule collision. material instance parameter faded in and out with a timeline. |
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| Dither fade and remove collision when overlapped |
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| added dither parameter to master material |
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| Herman Miller inspired bent plywood desk |
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| Work desk inspired by Herman Miller vintage office |
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| Small workspace |
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| master material: Reused the canvas pattern and normal maps. starts with a color, blends with pattern, mixes in 2 bump textures. |
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| Partitions and lightboxes modeled in Blender Furniture and lamps were imported from libraries. |
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| Framing and work area. created original floor texture. Modeled a few quick furniture inspired by Herman Miller. |
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| People for scale, from the "scanned people" library. |
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| framed art attached to prefab partition, decals |
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| Overview |
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| Lightbox has emissive material gives a nice glow. |
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| New area with pillars. |
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| corner area with seating |
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| Storage racks, mostly empty at the moment. |
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| partitions. employee workspace. |