My main goal was to create a simple level in order to demonstrate the following techniques:
Dynamic Lighting within Unreal Engine 4 - lights that would change from blue to red when something triggered them within the level.
Modular asset creation - I wanted to see if I could create simple level geometry that could easily be repeated within Unreal Engine.
Texture Creation and Normal Mapping: Once I had created the geometry for my level, I wanted to see if I could use substance painter to generate textures to give the illusion of detail.
My idea was to create a space base that would start out in "code blue mode" but there would be some kind of emergency that would cause the base to go into "red alert". This is the "red chases blue" aspect as I wanted the red lighting to chase away the blue lights.
Please see below the level renders I created in 3DS Max:
With the level modelled, I needed to make sure that it would be able to be tiled within Unreal Engine 4. This was my first time using the software so I spent some time trying to make sure all the assets conformed to the grid system. In the end I ended up importing the model as it looked in 3DS max rather than piecing it together in Unreal.
Once I was happy with the level layout in unreal engine I started exporting my low poly and high poly models as FBX files so that I could create normal maps within Substance Painter.
High Poly:
Low Poly:
The high poly modelled door in 3DS Max:
A low poly version of the door with a baked high poly normal map:
The high poly geometry has been turned into a texture:
Please see below my finalised level within Unreal Engine 4. I was unable to implement a change in lighting as I originally had envisioned. However I was able to achieve two of my goals, creating a tileable level and creating normal maps.
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