Thursday, 24 December 2009
Tuesday, 22 December 2009
Wednesday, 16 December 2009
Tuesday, 15 December 2009
UE Planet Shader
The planet shader uses vertex painting to lay down your land masses, water, ice ect. You have full control over ice colour and spec, ground, water (which is animated and has spec), 2 cloud layers (which are animated), lights from citys (colour and brightness) and also atmosphere colour and density... ill add more to this as i build it.
Iv now updated it added a lot more control and you can now make suns and moons too... also turn off clouds and atmosphere (also more control over the atmosphere. here take a look.
Heres some demo vids of it.
DEMO
SOME PLANETS
Heres a link to my WIP thread on UDK
UDK thread
Heres some pics.
Friday, 6 November 2009
Animated material for screen or electronic billboards.
Next
Creating a static art asset for Unreal
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Ok now bellow is the model iv made that i want to texture and get into unreal, I wont show you how to model it as ill assume that is known.
The model has windows. so we may want to apply a separate material in unreal to these parts so make sure they have different material ID when Unwrapping the UVW map. Again I will assume you know how to unwrap a model. The main body of the object should be mapped to material ID1 the glass should be mapped to material ID2. Bellow is how I have unwrapped the object notice where the seams are this is important for the next part.
material ID 1 This is in the uvw map editor inside max NOT the modeling viewport.
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Next making this into a normal map (and maybe a breather, because BLOODY photoshop crashed while I was working :P)
OK. next select the darker gray layer with your outline on it (make sure there is no selection in active as this can cause a crash) I’m assuming you have installed the Nvidia photoshop filter I directed you to above now start this from the "Filter" menu and use the setting I show below. This should give you a nice bevel around the edges of your object.
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Now do the whole process again with the glass.. creating a separate folder for this normal map and name them appropriately.
Next you need to save this PSD appropriately and keep it safe for when you want to edit it. Also save out both ID's normal maps as .TGA file with just the normal map as the last image above. This will be use in Max and Unreal to create a nice bevel around the edges of your object. Bellow is an image of how this now looks inside max and how the material editor is set up.
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Ok now I would start creating high poly geometry and detail meshes to add more detail to the model… but it’s not important for this tutorial, so let’s move on to exporting this into Unreal.
so select your object and go to file-export selected and choose somewhere to save it that appropriate. Select the "save as type" box and choose "ASCII Scene Export (*.ASE)" then name the file something appropriate, and hit save! Use the setting bellow in the ASE exporter dialogue box.
ok now for getting it into unreal. In the "generic" unreal browser window select File-Import and browse to where you saved your object ASE file and double click it. The unreal "import dialogue will pop up but just click OK for now as it doesnt really matter what its called or where its being saved to for this tutorial. Your "generic" browser in unreal should now look like this….
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Now link the normal map to the normal map slot like the image bellow, Drag a constant and link it to the diffuse slot and there is a basic texture! see bellow.
Thursday, 8 October 2009
This is just to show how i arrange my PSD file specifically for making textures.
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This is how my Folder structure inside of photoshops layer manager looks when working on textures for 3d models. I keep an empty PSD file (one with no images in it) on my desktop at a resolution of 2048*2048 set up with this folder structure in the layer manager. This way i always have this layer structure set up whenever im going to start a texture. The reason i make the image 2048*2048 is because i can always lower the resolution if i need a smaller texture (keeping note that you should always work with at least a double sized texture to your final result.
- This is where the UVW map (exported from your 3d application) should go.
- This is the "Alpha" or transparency maps should go. (*EDIT* this should be renamed to "OcclusionMap")
- This is where the damage texture should go (Usually an overly on the diffuse map).
- This is where the "specular" or shine map should go.
- This is where the "diffuse" or color map should go.
- This is where the "Normal map" should go.
- This is just a temporary background color.