I've pretty much dropped the whole 'gameplay focused' thing I was thinking of, I'm thinking that for this week and possibly next week I'm gonna accept weaker gameplay, so that I can focus on getting a good workflow/pipeline setup for creating the necessary art assets.
Master MaterialSo, something I just started doing with this project, is having a 'master material' which I then instantiate for all the stuff in the game. Originally I was thinking that I would only have some parameters on it, color, graininess, color variation, etc, and then just have some simple 'paint strokes' textures for it. The master material just lerps between these textures according to the parameters.
'Paint Strokes' texture
That worked well enough, but then I figured out how to do texture painting in Blender and import it into unreal. That was a significant step forward for the 'handpainted' style I've been trying for... Especially since now it actually
is handpainted.
<- before | after ->
There's a lot of value to this, in one way it's convenient because UV mapping isn't as important now, since the painted texture will fit to the UV coordinates, not the other way around. It's helpful with corners, letting color bleed around the edges of objects, onto other objects:
That's actually two separate objects, without texture painting I don't know how of a good way to get that wear pattern to show up there. One problem that remains is that I don't actually know how to paint, so, that may reduce the utility of texture painting.
Meanwhile, I'm still working on coming up with a good process for making this stuff. Right now it seems like the best thing is to make either the whole level in blender and paint it there altogether, or possibly just make "scenes" in different .blend files, and try to connect them together someway.
I've done the whole 'make a whole scene in blender then import it into unreal' process once, and, it was not fun.
That scene is composed of nine objects. Importing the mesh into Unreal is fine, I just export the .fbx file and then import that into unreal, but then it lists the objects as "Element 0", "Element 1", etc. So then I have to go through and pick each object and put its material object. I also have to go through and create 9 instances of the master material, export each of the painted textures from blender (which has to be done one texture at a time), import those, and attach them to the material instances. This is
a lot of wasted effort, work that should be automated. There is an option for importing materials and textures with the Unreal importer thingy, I tried it but it didn work the way I expected so I didn't use it this time. I need to test that out further, I need some better way of doing this export/import process. Wish Unreal kept the names from Blender.
Also still need to learn how to properly UV Unwrap things still.
Something else I'd like to do is figure out a workflow for characters/animations. I'm currently thinking the next game a week (after this one) will be a 'walking simulator' style of game, to let me focus more on the artworky stuff.