

One of the biggest aspects of the room I want to create is the curtain, it represents a large and comforting first step to the nightmare our player is going to experience. Once the curtain has been drawn, the game essentially begins. I began by looking for assets, and opted to create my own cloth in order to have more control over the dynamics.

I am essentially learning Blender from scratch, so I’m documenting my process here too to look back on. I start by adding a line mesh.

Then, subdividing it and selecting all points, selecting in checker mode and moving every odd point forward on the X axis.

I then extruded it down the Z axis and subdivided it, ensuring that I also subdivide on the top and side edges in order to have something to constrain it by. This will make sure the overall shape of the curtain is maintained.

I wasn’t quite sure what the problem was here, maybe I had accidentally extruded it on the X axis, creating an object that acts more as a cushion than a flat cloth.

Here is the cloth mesh with all the appropriate subdivisions.

Separating and creating vertex groups in order to control the cloth animation more.

Here I show the lines I selected in order to do so.

By viewing and correcting normals, I can ensure that the animation won’t have jagged or unnatural movements.

This is the end result. After the curtain was simulated using cloth dynamics, I removed the pressure in order to have it rest at a natural position. I then keyframed animation to have the curtain expand on an axis, this was baked in and the asset was exported as an FBX.

Then, I added the FBX file to UE. Adding a blueprint, painting the mesh with a cloth brush – leaving the polygons at the top. I then tweaked the cloth settings in order to create a more natural, realistic look.


Here is a bug I encountered, causing the curtain to bug even though there aren’t any objects colliding with it and I had self-collisions turned off.

I intend for the animation to play once the play has clicked on the curtain, this is what the event player looks like.

I then added a few more nodes so that the animation doesn’t play again once it’s already been triggered


Just some further experimentation with ideas, I like the visual of having a creature so big that it can stand up at a high windowsill and look in, this was quite fun to draw as well.
And now for some more practical experiements:


I got started on getting the room together, this curtain asset proved helpful for creating a sense of scale and knowing how things will be positioned in my scene, but I want to actually create my own assets so that I can produce and manipulate cloth dynamics, and make my game feel a little bit more alive.

For this, I have been using Blender. I am actually completely new to this software, but its modeling capabilities and malleability is actually a lot better than C4D so you know what? Sure. I’ll bite. Here are a few screenshots from my journey in creating this curtain mesh.






And here is the first issue I ran into during this project! I think I had extruded the polygons incorrectly, causing the dynamics to act as if the mesh is more of a pillow than a curtain, this took me a while to fix but when I had it sorted it was kind of smooth sailing.

I introduced some dynamics and then baked a position I liked into a mesh, this will essentially be what UE starts off with before I reapply cloth dynamics to it, allowing it to rest in a more natural position that it would be in otherwise.








I familiarised my self with boolean variables and custom events here, I also learned how to utilise components within blueprints as references. This BP doesn’t have a lot of capabilities that I end up adding in later on.

Here is some node logic that I played around with for hours trying to make work, the idea here was to make it so that the curtain animates where I click, so that there is some distortion and an increased connection between the player and the game. I want to make it look like a hand is pulling at the curtain as it moves towards closing. Unfortunately, this took way too long and I was making zero progress, I tried every single way I could imagine but to no avail, time to move on.