PRODUCTION LOG 01

PRODUCTION WORKFLOW

In the production stage, I am going to have the following workflow when it comes to creating the assets:

STRUCTURAL PIECES / MODULARITY

The models I wanted to start with include walls, pillars, and trims, as this is the way I usually like to work on larger environments, from big to small, starting with structural pieces. According to scales and proportions table, I need the following:

The walls were created in Maya using simple polygon cubes, following the above sizes guidelines. 

One thing I had to consider was that the walls needed to be modular. So, in order to do this, I made sure that the pivot point was perfectly aligned with any of the bottom corners of the mesh (as seen in figure on the left). This will be useful later on in Unreal, as the vertices will perfectly snap and there will be no gaps, overlaps, or light leak issues.

I followed the same steps when I created the pillars and trims, the only difference is that the pivot point aligns with the bottom of the mesh (for pillars) and left side (for trims) instead of a vertex (examples in the pictures below).

There are two more sets of modular meshes that I am going to use throughout the level, metallic beams and railing bars. These meshes will be low-poly due to their low importance in the environment. 

Metallic H-Beam, base, and connectors.

Railing bar, pole, and base.

As these meshes will receive tileable materials (which are made of seamless textures that can be repeated infinitely in any direction without showing visible seems or edges where the image is repeated), they are now ready to go straight into Unreal Engine to replace the blockout meshes. The process of making tileable textures will be explained later on in another post.

Wall_Snap.mp4
Beam_Snap.mp4

Examples of meshes snapping in Unreal editor.