At the end of this week I wanted to reflect on the pumpkin project. Overall, this has been a good project to get back into the flow of PBR and would be useful for future projects.
My strengths surrounding this project include remembering various techniques to make the scene stand out, for example, I used a SSS map on the candles, remembering this from last year's fireplace project.
Additionally, the in scene animation give it a nice spook factor and potentially could add to the narrative elements of the scene.
Another strong point for this piece is the various textures I added to the objects, such as lichen on the grave stone and alter which give it a grounded in reality feel and make it believable, whereas I could have just done a basic stone grave.
However, a few drawbacks I could take away from this project is, from the distance I shot this video at, the height detail doesn't come off on camera very well, size is very difficult to maintain as when you get close to it, the pumpkin looks fine.
For some reason, the emissive didn't work properly when I imported it into unreal, this could be because the constant value wasn't get high enough, however, this ended up as a 'happy accident' - because the nose looks very thin and makes it seem like there is some subsurface scattering properties going on in that region.
But the scene overall has more positives than negatives aesthetically, incorporating a post process volume to enhance textures and make the lighting believable, which can be seen with the bloom and lens flare I applied to the scene.
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| Gif of the in engine animation (Frame rate compressed) |

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