
Imagined Worlds Final

This was the final stretch of the imagined worlds project. I had put this project on hold to work on the synoptic project, and during that time I learned a lot about 3D modeing, animation and working in Unreal. I decided that rather than using Arnold renderer and Substance Painter, I would export the project into Unreal and make a cinematic there instead. I was quite familiar with Unreal at this point, and I did not know much about Substance Painter.
I started by assigning materials to different sections of each building. I found out during my synoptic project that you can use this method to apply multiple materials to a single object by creating multiple material slots. When this was done I deleted all the nCloth elements I had created previously. While I still wanted to use the nCloth system I wanted to make it again from scratch as it was quite messy and I had forgotten how it worked over time. I needed to make real animations for these parts in order to export them into Unreal, which I would come back to later.

Once I had finished setting up the scene in Unreal I decided to start making the cloth animations. I found a tutorial that taught me how to export nCloth animations by creating a cache (vertex based animations require this to export properly). I made a simple banner design in Photoshop and added it to the banner in Maya.
I also added a few details around the scene such as a shop sign using the text tool, doors on the buildings and a bin model.