Today In UDK we learned what many of the Light properties do. We learned how to add colour to the light, Change its brightness and how to make bounce shadows. I also took the time to move around my geometry and terrain so that terrain wasnt sticking through buildings.
I learned how to make fractureable static meshes. This means that the player can shoot the mesh and it will break into pieces there are many properties for this that I plan on implementing into my game.
Wednesday, 8 February 2012
Thursday, 2 February 2012
Today in UDK (2/2/12)
Today I learned how to make fog and particle systems in my game. I made a dense fog allover my game level but set it so its not around the player. This gives a misty atmosphere and fits in with the mountainous setting. I learned to make some waterfall particle systems aswell as some explosions, slime and splashes.
I also added more buildings to my level, I added water and its volumes too.
Here is an image of my level so far.
I also added more buildings to my level, I added water and its volumes too.
Here is an image of my level so far.
10 steps to creating Textures
Step 1
The first step was to find an image to use. I went to www.flickr.com (because it has tons of high resolution photographs.) needed to find an image that was positioned 90 degrees to the cameraman. I done a search for snow and found this image.
I know this image is not 90 degrees all over but some parts are and this image is quite plain. I needed a snow texture. This image is very large in size so it was easy for me to select a square area in the bottom left of the image.
Step 2
The next step was to open the image in Photoshop and resize it to a multiple of 2 (64, 128, 256 etc.) I used the crop tool to make a square section in the bottom left of the image. Then I went to Image ->Image Size and changed it to 512 X 512 (pixels).
Step 3
I was ready to make the image tileable now. To do this I must separate the image into 4 equal sections and put them to the opposite corner (upper left becomes lower right). Here is how to do this: go to filter -> Other -> Offset and set both offset values to half the image size. In my case this is 256 px
Step 4
You can clearly see in the image now that there are some dark parts and some light parts. I must now add an adjustment layer. To do this I select the layer button on top of my stack, press the adjustment layer button at the bottom and select hue/saturation. I then set the saturation to -100
Step 5
Next I used the dodge tool to lighten up my image. I set the target to shadows so it would have most affect the dark parts of the image. I set the exposure to a low number (30), this allows you to have much more control.
Alternatively I could use the burn tool. This affects the bright areas of the image and makes the darker. In this case I would set the range to highlights so it wouldn’t affect the darker parts.
Step 6
Next thing to do is to remove the horrible seams in the image. I used the Clone Stamp tool. First I alt-clicked to mark start point. Then I drag over the canvas to remove the seams. The clone tool can make the image blurry so it’s important to remove blur if one section seems more blurry than another. Next go to Filter -> Sharpen -> Sharpen, This will further remove some blur from the image.
Next I just had to save the image as a truevision targa image. Now I’m ready to make a normal for this texture.
Step 7
Next I opened the software crazybump, I opened the .tga image I just saved and created a normal. I done this by moving the sliders around and creating the texture I wanted to use. I then saved the Normal as a .tga image too.
Crazy Bump Creating Normal
Step 8
The next thing to do was to open UDK and create a new material. I right clicked in the content browser, selected new material. I called it Snow_material and saved it to my package.
Step 9
The next thing to do was to open UDK and import these too Images. I opened the content browser and opened my package. I right clicked and selected import then selected images I created. I saved them as Snow_Texture and Snow_Texture_NRM. It is important that there are no spaces in the names of materials and textures in UDK
Step 10
The final step was to open the material editor for ‘Snow_Material’ and add in the textures. I selected the texture in the content browser and opened the material editor, I held down T and right clicked this brought the texture into the material editor. I then repeated this for the normal. Next I made a connection from the texture to the diffuse port and from the normal to the normal port. I saved the material and it’s now ready to be used in the game.
The first step was to find an image to use. I went to www.flickr.com (because it has tons of high resolution photographs.) needed to find an image that was positioned 90 degrees to the cameraman. I done a search for snow and found this image.
I know this image is not 90 degrees all over but some parts are and this image is quite plain. I needed a snow texture. This image is very large in size so it was easy for me to select a square area in the bottom left of the image.
Step 2
The next step was to open the image in Photoshop and resize it to a multiple of 2 (64, 128, 256 etc.) I used the crop tool to make a square section in the bottom left of the image. Then I went to Image ->Image Size and changed it to 512 X 512 (pixels).
Step 3
I was ready to make the image tileable now. To do this I must separate the image into 4 equal sections and put them to the opposite corner (upper left becomes lower right). Here is how to do this: go to filter -> Other -> Offset and set both offset values to half the image size. In my case this is 256 px
Step 4
You can clearly see in the image now that there are some dark parts and some light parts. I must now add an adjustment layer. To do this I select the layer button on top of my stack, press the adjustment layer button at the bottom and select hue/saturation. I then set the saturation to -100
Step 5
Next I used the dodge tool to lighten up my image. I set the target to shadows so it would have most affect the dark parts of the image. I set the exposure to a low number (30), this allows you to have much more control.
Alternatively I could use the burn tool. This affects the bright areas of the image and makes the darker. In this case I would set the range to highlights so it wouldn’t affect the darker parts.
Step 6
Next thing to do is to remove the horrible seams in the image. I used the Clone Stamp tool. First I alt-clicked to mark start point. Then I drag over the canvas to remove the seams. The clone tool can make the image blurry so it’s important to remove blur if one section seems more blurry than another. Next go to Filter -> Sharpen -> Sharpen, This will further remove some blur from the image.
Next I just had to save the image as a truevision targa image. Now I’m ready to make a normal for this texture.
Step 7
Next I opened the software crazybump, I opened the .tga image I just saved and created a normal. I done this by moving the sliders around and creating the texture I wanted to use. I then saved the Normal as a .tga image too.
Crazy Bump Creating Normal
Step 8
The next thing to do was to open UDK and create a new material. I right clicked in the content browser, selected new material. I called it Snow_material and saved it to my package.
Step 9
The next thing to do was to open UDK and import these too Images. I opened the content browser and opened my package. I right clicked and selected import then selected images I created. I saved them as Snow_Texture and Snow_Texture_NRM. It is important that there are no spaces in the names of materials and textures in UDK
Step 10
The final step was to open the material editor for ‘Snow_Material’ and add in the textures. I selected the texture in the content browser and opened the material editor, I held down T and right clicked this brought the texture into the material editor. I then repeated this for the normal. Next I made a connection from the texture to the diffuse port and from the normal to the normal port. I saved the material and it’s now ready to be used in the game.
Thursday, 26 January 2012
UDK Today (26/01/12)
Today In udk i started finished off the terrain sturcture for my level, I blocked out the buildings that I want to add to one section of the map. I also learned how to add water to a game. It is not as simple as I would have thought. First you must add a plane where you want to add the water and apply the water material to the plane.
Next you must use the builder brush to create a UTwater volume and a post processing volume. The post processing volume allows you to add colour, blur and makes the water feel more realistic for the player.
Today i also created 7 materials in the udk material editor. I done this by adding the textures i made to the content browser and right clicking the blank area and selecting create new material. I then selected one of the textures, went to the material editor, held down t and left clicked this added the texture to the material editor. I repeated then with the normal and connected the images to their corrosponding ports in the editor.
Next you must use the builder brush to create a UTwater volume and a post processing volume. The post processing volume allows you to add colour, blur and makes the water feel more realistic for the player.
Today i also created 7 materials in the udk material editor. I done this by adding the textures i made to the content browser and right clicking the blank area and selecting create new material. I then selected one of the textures, went to the material editor, held down t and left clicked this added the texture to the material editor. I repeated then with the normal and connected the images to their corrosponding ports in the editor.
Thursday, 19 January 2012
UDK Terrain
Today I created Terrain in UDK. I done this by first creating a new terrain in the tools tab. I set it to 64x64. I feel this should be big enough to suffice. Next I added a skydome. I opened the content browser selected a skydome and added it to my game. Next I added a dominantdirectionallight and lightmass importance volume. Now I could start sculpting my Terrain. I used the paint terrain tools to make hills and mountains. I used the flatten tool to erase hills. I used the smooth tool to create flatter rolling hills or create random peaks and noize. I then added materials to my terrain. I selected the material and added a new layer to my terrain using add new layer using material. Here is a screen shot of my terrain so far.
Materials
Today I started making materials for my 3d game. First I downloaded Images From www.flickr.com like this picture of grass.
Next I opened this image in photoshop and inserted it to a canvas of the right size (512x512 for this one) I then used the offset option to split the image into 4 equal sections and flip them to their opposite side. Next I added a Hue/saturation layer. This allowed me to see the areas that were darker of lighter than others. Next I used the Doge tool to Lighten the areas that were too dark. I used the clone tool to make sure there were no parts standing out that would make the texture look tiled. I then saved the Image as a Targa file (.tga)
Next I opened the image in Crazybump. This gave me many options to create a normal for the Image. WHen I was satisfied with the texture I was making I saved that as a Targa file too.
I then Opened UDK. In udk I opened the content browser and created a new material. Icalled It Grass_Material. I then imported the two images I created. Then in the material editor I added them by holding T and left clicking. I then saved the material and save the package too.
Next I opened this image in photoshop and inserted it to a canvas of the right size (512x512 for this one) I then used the offset option to split the image into 4 equal sections and flip them to their opposite side. Next I added a Hue/saturation layer. This allowed me to see the areas that were darker of lighter than others. Next I used the Doge tool to Lighten the areas that were too dark. I used the clone tool to make sure there were no parts standing out that would make the texture look tiled. I then saved the Image as a Targa file (.tga)
Next I opened the image in Crazybump. This gave me many options to create a normal for the Image. WHen I was satisfied with the texture I was making I saved that as a Targa file too.
I then Opened UDK. In udk I opened the content browser and created a new material. Icalled It Grass_Material. I then imported the two images I created. Then in the material editor I added them by holding T and left clicking. I then saved the material and save the package too.
Thursday, 12 January 2012
UDK Terrains and Textures.
Today I learned how to make textures using Photoshop and how to make normals using Crazy bump. A normal has height volumes, when its used with a texture it creates a material.
I learned that textures should be made in multiples of 64px. In photoshop you use the filter tab, other and then offset. This allows you to cut the image into 4 parts. Then you swap the pieces with there diagonal opposite. If I reduce the Hue it makes it much easier for me to see the dark and light spots. Then i use the dodge tool to change the dark or light of the image. Next I use the clonestamp tool. This allows me to cover up Lines in the image so there is no visable seam.
I also watched a video of a terrain tutorial today. I learned that terrain is made using brush type tools and static meshes can be painted with a brush too.
I learned that textures should be made in multiples of 64px. In photoshop you use the filter tab, other and then offset. This allows you to cut the image into 4 parts. Then you swap the pieces with there diagonal opposite. If I reduce the Hue it makes it much easier for me to see the dark and light spots. Then i use the dodge tool to change the dark or light of the image. Next I use the clonestamp tool. This allows me to cover up Lines in the image so there is no visable seam.
I also watched a video of a terrain tutorial today. I learned that terrain is made using brush type tools and static meshes can be painted with a brush too.
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