Saturday, May 4, 2024

FMP Project reflection/Post Mortem

This post is a chance for me to reflect on my FMP.


Overall I am quite satisfied with how it turned out - mainly diving into things I wasn't too sure I could do before such as unreal blueprints and troubleshooting them.

However, if I could change one thing about the project, I would definitely have taken another look at the lighting mainly because it doesn't look quite naturalistic and people noted that the lighting made the level look a touch stylised, which in itself isn't necessarily a bad thing but in the context of what I was trying to achieve, i.e: realism, some of the assets fall flat with the lighting.

Furthermore, another change I could have implemented as part of previous feedback, which was to add my brick texture into substance designer to change some of the roughness values as it looks quite uniform.

But overall, the way everything came together and to have the level playable was more than I thought I was capable of doing.

When it comes to bringing knowledge from this project to future projects, the one main take away for me is my materials, mainly because I used the raw substance sampler scan data rather than taking it into designer and altering some of the values. Additionally spending more time to gather feedback was really useful for this project as it helped the art direction a lot and went from quite a stylised scene with basic texture readability to being more readable and realistic.

One thing to investigate further for future projects will definitely be the RGB mask process. Given I tried it a bit in my scene with the bricks, trying to change the workflow to mainly tiling and incorporate the RGB masks as this is one workflow that is used quite a bit within industry.

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