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Posts Tagged ‘Unreal Development Kit’

Update…

February 3rd, 2010 Bradd No comments

There’s been a lot of progress in different areas recently. My next focus is getting this truck finished. I put another couple hours into it, a lot of which was spent scratching my head figuring out the best plan of attack. Now things are moving right along and the end (of modeling) is in sight.
Last night I put some work into the warehouse and its textures. Turns out it’s a pretty major part of the game. Deserves some serious TLC.

Material Tests

December 7th, 2009 Bradd No comments

The nature of our project lends itself well to lots of tiling assets. The trick to making tiling assets believable, it to make them look like unique versions of the same thing. In the same way that no two manholes on a New York City street would collect exactly the same wear, We don’t want any two tiled assets in our game to look like exact copies.

To this end I’ve been building some simple tests in Unreal to get the most mileage out of our props.

To give you some background on the layout of this test scene, it’s just a bunch of simple BSP cubes. The floor and back wall have a neutral grey material with no specularity applied to them. You’ll see the color of the floor and back wall change though. This is because the level is lit with a single light with Lightmass (Global Illumination) set to 6 bounces. Since the only real color in the scene is red, everything else gets chroma-shifted in that direction.

First off, the scene with a 128×128 Brick texture applied to everything:
Basic_Brick

Next, the same material with a grunge mask, locked to the world position.
Brick_Single_Overlay
You can see that the grunge mask adds a bit of nice detail to the otherwise plain surface, but still it’s fairly obvious that it is just an overlaid texture.

Finally, the same material with a grunge mask locked to the world position, and a detail mask of a larger tiling scale locket to the world position. This detail mask is designed to add detail near the ground to make it look as if dirt and grime have collected there.
Brick_Dual_Overlay

In the course of putting together this project, I made another personal discovery, Global illumination looks a little silly when the entire scene is dominated by one color (In this case, Red.) In actual application this shouldn’t be an issue.

Finally, here’s the material network I created for this demo. The only thing not shown in this picture are the scale values in the TexCoord nodes. I played with the values to make the grunge appear more subtle, and to make the detail layer fit the block height.
Material_Network

Proof of Concept Assets

November 29th, 2009 Johnny No comments

Jon and I have been working on a simple proof of concept for PDR. The idea is to create a simple track in UDK and add a vehicle.

For the Proof of Concept I am creating a few simple assets. These models will most likely not be used in the final project.

Asset Name: Steel Trellis

trellace02_poc

I created the Steel Trellis with the mindset of building assets that can be used in multiple configurations, and would be easily multiplied to create different structures.

Trellace Configurations

Examples of multiple configurations.

Asset Name: Finish Line Lights

Finish Line Lights

These lights will be used in unison with the Steel Trellis asset to create a starting/finish line for the Proof of Concept.

finish_line01_poc

An example of how the assets can be used together.