SANM560 Weeks 3 & 4
- Imaz Ilyas
- Oct 1, 2025
- 2 min read
During weeks 3 and 4, I was mainly focused on blueprinting in unreal and starting the texture work on the train asset. I refamiliarized myself with aspects of blueprinting in Unreal Engine to create tools to more easily assemble the final scene later on down the line.
Blueprint - Graffiti Tool
To get warmed back up after having done little to no Unreal blueprinting in several years, I decided to create a relatively simple tool (both in construction and usage) to randomize graffiti decals as they are placed in the final scene. That way we won't have to hand modify every decal to give the sense of chaos that post apocalyptic worlds usually offer. I'm also planning on making a similar tool for the posters and ads that Birdie is making.
The tool randomizes the texture, color, scale, and rotation of each of its instances for quick set dressing. It also allows the user to toggle the randomization off and manually tweak an instance
Quick Tool Usage Video:
I will be making a proper document explaining the blueprint more in depth in case anyone wants to modify it.
Train Texturing
At the start of week 4, Carlos handed me a WIP train model, which I then started playing around with in Substance Painter to start getting the look of the train textures down. There were initially some issues with the model export, but we managed to sort those out.
Initial Texture pass on WIP Model - Quick pass with placeholder colors
Second pass on corrected model - Colors adjusted to fit with Pre-Pro's Color Palette ideas
Alternate Colors
Next Steps
Get others' input on train textures and fine tune
Use the production team's texture samples to create matching virtual materials for Unreal Scene
Putting together a list of elements that might need to be captured on the stage to make post work more efficient - also includes what might need testing on the pre-load.

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