Hey,
Anyone know how I would go about setting up a scene in UDK that would allow me to render out good quality pics of my character models and such?
I have quite a bit of experience in unreal but not with anything to do like this.
Is it just a case of building a small level, adding lights etc and then moving the camera around? ( is there a way to get a free roaming camera in game?)
Any help would be greatly appreciated. Or if anyone has an example scene that they could send me to have a look at then that would also be ace
cheers
Replies
Type togglehud in console to remove the hud. then scroll away the linkgun.
Tiledshot 4 to take a bigger screencap that you later can resize to get a aa effect.
the file goes to your udk folder, ex C\UDK\UDK-2010-05\UDKGame\ScreenShots.
Fov 80, fov 100, fov 110 to change the field of view.
Type ghost or fly to get a freecam ingame, ghost to clip through meshes.
It can also be good to disable some of the default postprocess nodes in the UTPostProcess_Console chain.
Though after playing around I think it might be easier to just get the grabs directly from the persp viewport. Do you know if there is a way to change the background colour on this from black to a mid grey?
cheers
Once you get this set up, you can position your camera. In your perspective viewport, click the Eyeball icon in the tray of viewmodes. This will enable camera snapping to selection.
Back in Matinee, select your keyframe for the movement track, which will snap your camera to the view. Fly it into position!
You can adjust the FOV in here as well, select the FOV track, and press Enter to create a new keyframe, right click it and set its value.
Finally, you need to select the director track, and press Enter to create a camera frame. Select your camera you named to put it in there!
The final bit you need to add is back in kismet:
I'll try that out.
While I'm here though.... I was looking through the world info properties and I noticed some setting for a Rim Shader. Anyone know what this is and what it does, how to turn it on etc? I tried checking the boxes but it didn't change anything visually.
cheers
that sounds like it's gonna be really helpful.. cheers.
Another quick question though if you would be so kind..
Is it in anyway possible to have the viewport display a lit - untextured - wireframe?
A bit like the view you would expect to have in maya / max while modelling? that would be really helpful for what I'm doing at the minute
type in viewmode wireframe or viewmode whatever type of mode you want to view in
here's a list of viewmodes taken directly from the udn
the full list of console commands can be found here
http://udn.epicgames.com/Three/ConsoleCommands.html
yeah I did think of that but for some reason I thought that baking the wireframe to a texture would be a massive ballache... completely forgot about the UV Snapshot feature in Maya. Such a schoolboy error. duh!
cheers.
@ moose: Trying to set matinee but it's not working, probably i'm doing something wrong or i'm missing something with the director track?:
http://www.sebasmartin.es/Artfolio/Camera_Test.udk
I think it has to do with how you open the console. I forget which one, either TAB or Tilde (~), one opens the console on a single line and shouldn't show when you used tiled shot. The other opens the console on most of the screen, thats why your shot look like that. At least that's what happened in my experience.
Also, you can just hit a command and hit fly like above, bind a key to that command. Then fly around adjust FOV (if you set you camera up correctly) and snap pics all day long.
Got your map open, you missed one part to get the camera to work:
Open Matinee, and expand the DirGroup, select the Director track. At 0 on the timeline, and with the director track selected, press enter on the keyboard to add a keyframe. Select your camera group "NewCameraGroup" from the drop down and add it to the list.
This will allow Maintee to know to use that camera as the viewport.
I also made your keyframes Constants, by right click > Interp Mode > Constant, for safe measure. Also, set your Matinee to bLooping within kismet (select matinee, it is a property checkbox).
Fun results though, barf!
http://chrisholden.net/highres02.jpg
I want to ask everyone about lighting setup in the scene for character rendering. Maybe someone has some demo scenes or smt like that. can anyone tell me some tips about that because I'm pretty new to UDK
I try to render screens for my portfolio.
I took the setup *moose suggested. It is actually forking quite fine until a few seconds after starting the game in the viewport, the view switches from the positioned camera to the player at the player start...
Now I dont want that because I want to tileshot from that camera position. Where is my error? Do I have to take care of some keyframes inside my matinee?
cheers to all!
Sir_Dillon
I figured I'd ask this here instead of making a separate thread:
To create UDK renders, is it literally just flying around in UDK and then taking screenshots?
(after clicking Play->Play in viewport or Play on PC)?
Cool, thanks.