Wednesday, 2 November 2016

Task 1 - Materials

Introduction and Research

To start the year our first task was to create 4 materials for a Hotel hallway, this would include a floor and wall material as well as 2 forms of dirt materials that we will later be painting on in UE4. The first thing I did was to look into the different types of interior design that goes into building Hotels and what building materials are used for decoration such as wood, plaster and wallpaper. To do this I created a mood board from a vast collection of images gathered form the internet to try and narrow and get some inspiration for what I want to create. 


After researching into different forms of suitable materials that are used throughout different types of hotel. I decided that I wanted to do something different and furtherly looked into Wood flooring and Wallpaper designs for further reference as these are the materials that I want to make.

 

Wood Material

Now that I was settled on what I wanted to create I started looking into Substance Designer. I am new to this software so I started with the very basics but I feel that I picked it up quite quickly. I started with just looking into the overall layout of the program, its functions and where everything is .making very basic and simple shapes and patterns I felt that I was able to start with making my actual materials. I started with the wood floor, to do this I used a brick generator to get the right tiling of the floor boards and to make them had a decent amount of variation between them. After this I started to create the grains that run along them. To do this I used a variety of different Noises and Directional warps to create the nice wavy lines within the grain. After spending a lot of time playing with all of the setting and getting my bearings with the software I had my finished wood floor material. 







Wallpaper Material

Now that the wood was complete I could move onto making the wall paper. After looking into different types of wallpaper I decided that I wanted to make something with either big swirls or wavy stripes for a more modern aesthetic. I went ahead and just messed around with different effects and noises until I got something that I liked. I then settled with this pattern and moved onto adding colour. For this I once again used the colour picker and took a gold and a cream from an existing example. The final touches to this piece was adding a bit of noise to the wallpaper itself to look like it had its fibres and texture and sharpening up the edges of the design. 




Dirt Material

With the 2 finished clean materials I could now work on making the dirty versions. For this I decided to go with a mud/dirt texture for the floor and mould/damp for the wall. I started with the mud on the floor. My first attempt ended up looking too much like leather and as well as that there was no space for the alpha and so when painted it would cover up far too much of the material underneath. 


After I realised this I ended up toning it down so it would show some of the material behind it. To make the dirt I used the same process as before by picking a few noises that would suit and using some different effects to get a nice result. I also decided to add scratches and marks to this material using generators. For the mould I used the same process but altering the noise input to something spottier so I could get the ring shapes that it grows in. Furtherly the roughness was much greater as mould is far less reflective than mud.

Mould 

Dirt


Vertex Painting

Vertex painting was another new process to me but didn’t take too long to understand. After learning how powerful it can be it will be a very useful tool for future projects. For this I went into Substance Designer and layered both the clean and the dirty over the top of each other and exported that as the dirty materials. 



Once I had exported the textures for each I went into UE4 and made the vertex painting ready materials in UE4 blueprints. Then it was the simple task of painting on the dirt materials. In hind sight I wish that I hadn’t made the material have so much background space as I couldn’t get it as dense as I would have liked near the edges of the floor where it meets the wall as that is where it would have built up more. Overall I am happy with the overall result as this was the first time I had worked with this workflow and software.


Final Result