Unreal Engine: decorating my level
I finally transformed my level from a greybox into a fully modelled area for my player to jump around in. the first thing I did was add textures to all the buildings in the level- these were all from the default Unreal library.
Then I added garage doors to the smaller buildings in the level. To do this, I imported a .png of a garage door into the content drawer as a material, applied to to a cube and fit it in place.
This definitely isn't the most optimal way of doing this, but it gives the door a bit of depth in the world and is a really simple method, which suits me as I want to focus less on the art side for this project and more on the programming.
I also made a window with a similar method. I created 2 cubes, gave one a glass texture and the other a black texture, and overlapped them like so:
Again, not the best method but it gives the world some depth which is nice. I think if I had more time I would try to make the window boarded up to fit with the rundown vibe of the place.
(remvoving decals also fixed the problem of graffiti appearing on the back of the billboard)
The next thing I did was change the time of day to a nicer looking midsummer day. To do this, I just messed with the default lighting actors until I got a nice result.
It looks nice, but I think there's definitely more I could have done here.
The next thing I added was a chain-link fence going around the whole area. I made the texture for it by getting a png, making sure it seamlessly looped together, and made it a material like the doors.
However I ran into a problem here as I couldn't scale up the fence without having massive, unrealistic chains:
The solution I came up with was to just make an actor that was a bunch of small fence meshes joined together- this was much easier to scale up in the world.
The last thing I've added was graffiti to the billboards around the map. I imported all the decals from quixel bridge, as it features a massive library of graffiti textures- they were high quality and easy to use. I also added a green box to the front of the billboards to give the illusion it's been painted over many times.
One problem I ran into was that sometimes the decal would bleed onto the back of the billboard if I pushed them to far in:
The simple fix was just to not do that.
However, a more severe problem I ran into was that the decals bled onto any nearby actors, such as my cassette pickups:
After some research I came across this documentation for decals which had my solution:
1.5 - Receives Decals Off | Unreal Engine 4.27 Documentation
After unticking that box it worked how I wanted it to:
This tool also allowed me to fix the problem I had earlier of decals bleeding onto the back of the billboard more reliably as I could just stop the back of billboard from receiving decals.
I'm most happy with this outcome- it gives the area a theme.