Block outs/props i will be using for my level along with particle meshes.

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Block outs/props i will be using for my level along with particle meshes.

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Hero assets
Hero assets I have designed so far for my project piece in paul’s lesson
Self made teleportation asset using particles in the free downloadable UE4 Shooter map
Portal research
Basic project idea
So for Paul’s module, he explained that we had to produce something within the engine - like a diorama, level, etc.
I wanted to make something that portrayed my knowledge and my willingness to learn further techniques within the engine, almost like a showcase as such, after discussing with Paul about this I decided the best way to express this is to design a playable level where you start off on platform, with a teleportation pad that takes the player to a hub with three portals and those said portals take the player to three different environments: Glacier, Volcano and a Forest. I will be making use of the engines features: blueprints and scripting for things like the portal, etc; particle editor to make my own custom particles.
This knowledge that I gain, I can in turn pass it on to use within my other projects.

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DD3451 Log
This week I experimented with materials instances and how they can be used to speed up the material creation workflow.
So the main focus of this exercise was to keep the UV tiling as a parameter so that I could change it according to the texture needs. To do this I created two ScalarParameter nodes to control each texture axis (U,V). The ScalarParamater nodes add functionality to the master material, which influences the following texture instances. Then I connected them to an append node. The original Texture Coordinate node has a base value for the scaling and when the attached to a multiply node it acts as the base for the scaling to start from.
Below is a shot of the floor material instance texture with high scaling.
And here is the wall instance with low scaling, each running off the master material nodes.