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Private Collection #13 - Class 11

  • Feb 9
  • 1 min read

I have continued work on texturing and finishing up the Marquee sign asset and doing the chasing lights animation. I found out a lot of the geometry had the normals flipped. I had to go in and separate the geometry to fix those and then recombine everything. I tried to start the animation in Maya but realized it would be better to do it in Unreal, so I didn't have to deal with importing and exporting animations. I originally thought that I could keyframe the material, just switching from an on material & an off material. Most things you can keyframe in the Sequencer in Unreal, including what static mesh it is. (Which now realizing I could have swapped between a static mesh with one set of materials and a static mesh with swapped materials) But I looked up a video on how to animate material expression parameters, placed them in the sequencer and just turned the emissive property on and off. I am pretty happy with the substance painter work, especially it being my first time properly texturing an object. I added layers of dirt and scratches as well as the screws on the side. Had to add some special layers with the emissive and opacity with the lightbulbs. I referenced some of the documentation from Lotos Station to properly set up the materials and texture maps in Unreal.


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