I wanted to have a dynamic UI that showed relevant information for what is being
clicked on. So I only showed buttons that were relevant to the weapon being
inspected.
UI lights up when the options are selected and if the player switches weapons
the attachmen, if supported, will transfer over to the new weapon. I also added
a camera shake and a particle
effect to make the HUD more dynamic.
The last item implemented was sound. I added sound effects that made sense and
that are satisfying to hear. For instance, changing the paint job makes a sound
of a spray can being sprayed, adding an attachment
makes a wrench turning sound etc. Lastly, to set the mood, I added some ambience
to the scene with a rain & thunder soundtrack playing and looping in the
background which makes the scene feel more alive.
While creating the Service Weapon and Holosight, I followed an asset creation
pipeline that was taught in one of my courses at Sheridan.
I modelled the assets in Maya and since the Service Weapon is the Service Weapon
from the game Control, I was able to use multiple reference photos to aid me. I
created
two versions of each one, an high-poly and low-poly. I unwrapped the UVs of the
models using Maya's tools. I then took the low-poly into Substance Painter and baked
the high-poly into the low-poly keep both
the detail of the high-poly and optimization of the low-poly. I used Substance to
texture the assets and exported the appropiate maps into Unreal Engine 4 with the
untextured the assets.