Week 10 (28/04/25) - Final
This was the tenth and final week, well I say week but it was only a couple days. This week I got some feedback on the adjustments that I made last week and how I could further improve the project. The feedback was:
1. That that shadows were too harsh/dark.
2. I should make the mace emission closer to that of the staff crystals.
3. I should add additional secondary lighting to the model.
4. That there were some issues with the assets used to create the background of the weapons and that I should look at having a plainer background.
I agreed that the shadows were quite dark. To fix this I adjusted the post processing material that I created, I increased the size of the highlight to shadow transition and lightened the colour of the shadows slightly. I brought the emission level of the mace up by bringing up the value of the multiply, in the material editor, to a level closer to the staffs crystals. For the background, I removed the walls, platform, supports, table, and trimmings. I went into the Substance Pianter file and removed the brick generator that I used to create the slabs on the floor. I then added a layer of noise, that I changed the height level of, to change the sandstone material to look like sand. I then exported this new material and reimported it into my Unreal file. After this, I repositioned my assets and added an additional contrasting light before retaking and replacing the images in my presentation.
This marks the end of my Stylised Egyptian Weapons project.
Overall, I have thoroughly enjoyed this project, development was fairly smooth, and the outcome came out well. I have learnt new things in this project, such as the 'toon' shading. I have challenged my skills as an artist and tried to create something in a style that I was unfamiliar with and about a topic I knew very little about. Going forward, I now have better knowledge of my own shortcomings in certain areas and the limitations of the applications I use to create my assets.

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