Blockout in Unreal Engine
- Daniel Whyatt
- Oct 10, 2020
- 1 min read
Updated: Oct 19, 2020
The Blockout stage had now begun, and it is already a lot of fun seeing even this little bit or the interior coming into 3D existence.
Although I haven't been in unreal very much since First Year except for a few model tests, so this has been a good quick reintroduction. Further knowledge with have to be court up on from the Uni Learning Space from last year and ongoing short recorded video sessions for all students learning online.

Extrusions and edge loops have been the biggest problem, as they don't appear to be a feature of the built in Geography shape function. This is something that will be better done in the Maya version.

Basic textures have also been used just to check that the environment's colour scheming will work in 3D form.

Now that the Blockout look in Unreal has been finished, an earlier version was given to Chrys and she will be working on the more detailed Blockout walls and big assets in Maya.
The next thing to do will be a test Light Rigging without the automatic ambient lighting of the system. This will allow us to understand how the possible light sources in engine will affect everything else in scene, by comparison to the source material.

The image above shows a view of an area of the ceiling, which can also act as a reversed mirror guide to the area all the walls are based.
This is something we might like to include as a glowing element as well in the final result.



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