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Production

The first model I began work on is the Tatami mat. I used the research that I conducted to help create the size of this model. I found online that they are 0.9m by 1.8m, and so I rounded this to the nearest whole number, by taking the 0.9m and having it be 1m, and taking the 1.8m and having it be 2m. I then used the grid within Maya as a reference for scaling as seen on the image to the left. I used each square of the grid as a marking for 0.5m.

Here I have created a lantern. I started with four cubes which I stretched into rectangles and placed them an equal measure away from each other. I then made another cube which I bevelled and placed on top of the four rectangles. I then added the main light and a few rectangles surrounding it for extra detail

This is a work in progress of an interior wall for my environment that will be duplicated around the level to form the architecture of the room.

Something that I have noticed from my experience of gathering reference images, is that most objects don't have full on sharp corners. They tend to have a slight curvature at the edge

Here are a few assets that I created for Unit 07, but never got to use. Fortunately, I will now be able to use them in this Unit as I can fit them into the scene that I have planned

For creating the katana, I created the blockout first and then used tools such as insert edge loop and bevel to form the shape of the Katana.
I then duplicated the Katana to create the Tanto, which is a smaller version of the Katana.

Upon first loading up Unreal, I started with importing my Maya Assets into the scene, and creating folders for each of them which will include the asset itself along with the materials for it

I then gave the assets a basic texture, and placed them together to create the environment that I had planned in my 2D floor plan
As you can see, the assets fit well together and have the correct sizes. I also added in the lighting for the scene. I used warm colours as discussed in the Pre-Production page, along with a light which is supposedly from the sun beaming in through the doorway

I first thought to have the doors open to a grass landscape, although I felt it would have looked very basic and so instead I thought that it would be much better to have it be a lake. The lake is a texture placed on a basic landscape which I made in landscape mode, which is a tool in Unreal that I have never used before. I also used this tool to create the small area of dirt just outside the doors

After applying the basic textures onto these assets I felt that it didn't look right and I wanted it to look better, so I looked for free textures within Unreal that I could apply to these assets. I found appropriate textures that matched the ones that I gathered reference images on in my Pre-Production page, and applied them onto the assets. After doing so, I am now much more happier with what they look like as it now matches the Realistic Artstyle I am aiming for

Something that I felt was missing from my scene was a background to go with the lake outside the interior. So I decided to create some hills for the background using the landscape tool which I now have knowledge on how to use

A problem I faced was an issue with the lighting. The studio lights had red crosses over them, and a message on my screen saying they needed fixing.

I soon found the reason and was able to solve this issue. The problem was that the lights were on station mode, and they needed to be on Moveable as you can see in the image above where I have circled it

After fixing the lighting, I felt that I could happily say my scene was complete, although I had enough time to make some improvements and so I analysed my project

After analysing my project one last time, I felt that I could even further improve my assets, by giving them textures from Quixel instead of using the Unreal ones. This is because Quixel is known for having a better variety of free textures as compared to Unreal.
So as you can see in the image above, I have been looking at the types of wood I could potentially use.

I was unable to find the exact wood types I had looked into on my Context and Research page, and so I improvised by obtaining wood types such as the one above which looked similar to the wood I wanted for my walls.

I found a Tatami Mat material which was perfect for my scene, and so I downloaded it in 2K Resolution. Although I felt like my Tatami mats were already good, the material of them wasn't accurate, however this one from Quixel is

Taking materials from other softwares was not something I've done before, although I quickly learned how. From the resources provided in the materials I downloaded I had to first of create a material instance in Unreal, and then import the 2D images found within the Material folder, and then place them into the correct squares at the right side of the screen, as you can see in the image above

Here is the newer version of the Environment, now ready to have its final high resolution screenshot taken

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