WEEK 10
This week I did my first ever render in UE 5.3 and it is amazing what this software can do!! I was super happy with the rendered output. This was just a render check to make sure no assets prove any problem to me while rendering and that all materials and objects are exactly the same as I wanted it to look.


WEEK 9
The work on my environment was completely messed up. I had to restart from scratch because my file went missing. This time I want to make sure it’s the perfect setup and also I SAVE THE FILE. I also want to make sure the lights are in correct position because they troubled me a bit last time.






WEEK 8
This week I started working on the environment for my January project. Working on Unreal is super fun and satisfying for me. I really enjoy working on UE and I can’t even notice time flying as I work in it. Anyways, I created a landscape and textured it with a sand material. Then I added steps and a floor to make it look like a stage. And then I created a water lake in front of it. Later, I created rocks and ledges to make it look like a cave. Overall, the progress was there and I feel like i can finish the environment work quickly than I thought it was going to take. I need to work on the adjustment of the lighting, in sort of a way like that of a directional light or spot light focusing on the Shivling statue that is going to be placed on the stage.


WEEK 4
- Material expressions are node based system
- Math based, i.e., it works in 0-1 scale, meaning that 1 = 100% = white
- UE5 uses a Physically Based Rendering (PBR) workflow for Materials combining Materials, Lighting and Exposure. This means that Materials closely approximate the way surfaces interact with light in the real world.
- Top 4 PBR based materials are :
- ALBEDO or BASE COLOR
- METALLIC
- SPECULAR
- ROUGHNESS
- Material based properties :
- Material Domain
- Blend Mode
- Shading Model
- Texture Pyramids or Mipmaps are copies of the original texture that are saved at lower resolutions. You can think of mipmapping like the equivalent of Level of Detail (LOD), but for textures.