Well… it has been a while!

Almost ten years, apparently :S

When I last posted here regularly, I was writing mostly about 3D modelling, rendering and my first adventures with Unreal Engine. A few things have happened since then!

Professionally, much of that time has been spent working with 3D cities. I continued my journey as a photogrammetrist and 3D modeller at Vertex Modelling, before eventually moving into development and becoming Lead Unreal Engine Developer at AccuCities.

And, perhaps surprisingly given how much has changed, a lot of the things I work with today aren’t that far removed from what I used to write about here!

Luckily, there is still plenty of 3D modelling. There is certainly plenty of Unreal Engine. But, on the side and over the years, that has also led me deeper into programming, maths, geometry, optimization, real-time rendering and all sorts of other problems that I would probably have struggled to imagine when I started this blog.

So I thought… why not start writing about them again?

Back to learning

One of the funny things about working in this field is discovering just how useful some of the things we learn at school and university actually are. Vectors and trigonometry might feel rather abstract at first, so it’s great to finally have a good reason to put the dot product to use when working in Unreal.

The same goes for programming, coordinate systems, and the actual construction of a 3D mesh. Even relatively simple maths can become incredibly powerful once you know why you need them!

That’s something I’d particularly like these new posts to reflect. Alongside showing some of the things we’re building at AccuCities, I’d like to occasionally take a step backwards and look at the ideas behind them: what problem are we trying to solve, what do we need to understand to solve it, and why might that knowledge be useful to someone learning this stuff today?

So if you’re a university student, a 3D artist beginning to explore development, or simply someone wondering why on Earth you were made to learn trigonometry… hopefully there will be something here for you too.

So, what’s next?

I’m going to try to make this a regular series, looking at some of the projects and tools I get to work on — mostly around 3D cities, Unreal Engine and the various technical problems that appear somewhere in between.

Some posts will probably be fairly technical. Others less so. And whenever there’s an interesting bit of maths, programming or 3D theory hiding underneath something we’re building, I’ll try to dig into that too.

After almost ten years, I think that’s enough of an introduction. Hopefully the next post isn’t in ten years time either.

Let’s see where this goes!

Some lighting issues in UE4 and how to solve them

Welcome one more week to a quick tutorial on UE4!

As we said last week, we are going to try and change every now and then from 3DS Max to UE4, to mix things up a little. And right now we are going to take a look at the game engine, and more specifically to some of the problems I encountered when trying to light the scene. Ready for it? Let’s go!

Continue reading “Some lighting issues in UE4 and how to solve them”

Thoughts about modelling – quads, triangles and the smooth modifier

Hello and welcome back!

Starting with this series of short posts, I’d like to talk – write? – today about some things to consider when exporting models between 3DS Max and Unreal. Even though this can be an easy process, it can also get complicated depending on the circumstances. For example, you might be used to one particular pipeline for creating and exporting your models that works when you want your creations displayed in UE4- but sometimes you might find yourself using other models that don’t work as well! Let’s take a quick look into many different settings that can solve a number of problems. Today, we’ll talk about quads, triangles and smoothing groups.

Continue reading “Thoughts about modelling – quads, triangles and the smooth modifier”

Interactive house – the road ahead

Hello and welcome back to a new blog series!

This time, the entries will be about ‘real time interactive architectural visualization’. As the topic I’ve chosen for my final master’s degree in Computer Animation, the aim of the project I’m about to start is to create a piece of interactive architecture. In other words, I would like to generate an apartment that can be checked and visualized by any person that would like to do so, either in the shape of a video game or a virtual reality experience. Here’s how I’ll do it.

Continue reading “Interactive house – the road ahead”

03 -lighting and effects

Welcome back one more week, dear readers!

Today, and as a previous step before building the lighting of our scene, we are going to prepare a level for such task. To do so, we could rely on any of the default maps created with the editor’s different blueprints. Instead of that, we’ll create one from scratch so we can understand how Unreal Engine really works behind the scenes. Let’s get to it!

Continue reading “03 -lighting and effects”