After working on the whitebox for the hallway I deiced to a use movable lighting in my final version to remove need to create lightmaps for all my assets. This will also allow for the shadow of assets to move real-time if I choose to light some sections of the home via candle light as I won’t have to bake the lighting, however this will have an affect on the FPS/performance of the scene so I may need to do some optimization of the scene towards to end of the project to help it run better.
Secondly, as I was not unwrapping the whitebox before importing them into UE4 I decided to apply a simple white material to this meshes in order to hide the default UE4 checker texture. I choose to do this as the default checker texture would be deformed on the whitebox meshes due to lack of unwrapping and honestly just look messy.
After importing the whitebox meshes into ue4 I realised I had flipped normal faces on the stain glass door which I later went back an fixed in 3ds Max.
I also created custom collision for the the whitebox meshes where the default box collision in UE4 would not have been suitable. For example, the stain glass door as it needed to have an opening for the player to be able to walk through. To do this I created a custom collision mesh using simple primitives in 3ds Max and exported them into UE4 with the actual mesh. For this to work you need to use the UCX_(Mesh name) naming conventions. Meshes that have more than 2+ primitive that make up its collision need to have each separate primitive that makes up the overall custom collision numbered. UCX_(Mesh name)_## as without this the custom collision will not be imported correctly.
When I did import models/meshes that contained multiple collision meshes into UE4 (Usually 3+ )sometimes one of the secondary meshes would not line up with the rest. This often to led to me readjusting a collision mesh manually in the static mesh editor via it pivot point. I did try to figured out why this issue was occurring but it seems like it may be a bug as I always zero out the pivot points of my assets/models and their collision meshes before exporting in max.
I also used multi-sub materials and Material IDs in 3ds Max to define the parts of a same mesh that feature/use different materials. For example the wall material and the glass material. To do this I choose white (Material ID 1) to represent solid material in 3ds Max and blue (Material ID 1) to represent transparent materials like glass.
After I imported the meshes in UE4 I simply applied a material to each individual element. (Element 0=ID 1, Element 1= ID 2.) Material IDs will be used to define the different materials of a mesh where applicable in the final version.
I ended up creating three sub-folders for the research I gathered on Pinterest for the guns, pole-arms and swords that are present in Gomez Addams’ office. This was done as the the folder of research for his office over 3,500 pins which was unmanageable.
I created a 3ds Max file that is correctly set up in scale for use with UE4.
I created and exported a 6ft high model to create other assets to the correct scale. I also created a 7ft high model as Lurch’s actor was 7ft tall in the film and I also applied collision to them.
I also edited the default 1st person game mode for use in this project. I did this as it is the easiest way to test everything scale-wise in UE4 without completely setting up my own custom camera system.
Here is a print-screen of the research I added to the various Pinterest boards I created for my project. As you can see, the number of pins has greatly increased since the last time I uploaded a print-screen of it to this blog.
I am sure I will add more pins to the boards as this project goes along but I believe I have more than enough to start white-boxing and modelling my assets. I may further break down the research for the assets under the Gomez Addams’ office into sub-boards like, pole-arms and gun research, as 3,500+ pins in one board is slightly ridiculous and unmanageable. This is purely due to the fact that Gomez Addams’ office has by far the most assets overall.
This is a print-screen of my asset inventory list now that I have completed my research into all the objects/assets that will be present in my environment.
I have also manged to figure out a number of pieces of work that helped inspire some of the paintings in the hallway of the Addams Family home.
I think the similarities between these paintings is too close to be just a coincidence, I therefore plan to use the original versions of these paintings in this hallway as textures. Aside from the portrait of the Addams family, and the portrait of Fester Addams, I will either find other suitable paintings which fit in with the style of the paintings present in the hallway or will create my own. Paintings from the Renaissance (15th-16th century), general 19th century to early 20th century or Pre-Raphaelite would fit in with the style most as other paintings are already present in the hallway that are from these periods.