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Help me with my first UDK environment XD

polycounter lvl 11
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MainManiac polycounter lvl 11
Alright, so im trying to make my first real environment. Basically its a hallway intersection of an abandoned office building (heavily based on the "vacant" map from COD: 4. These first renders were not done in UDK, they are simply what i have so far texture wise and rendered to show off the progress until i get it into UDk.

The main thing blocking me is, how do i UV map a building to match this texture while still keeping the texture tiled how it is?

texts.jpg


Heres what i have so far, i wont have any UDK renders until the problem above is solved.
vacantl.png



scene2.png

Replies

  • Mike Porter
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    Mike Porter polycounter lvl 18
    Hi, the textures are looking good. Are you planning on using models for the structure or brushes? If you export out what you already have in 3D, then all you need to do is bring the model into UDK and set up and assign the materials. If you are going to use brushes, then you can scale and move the textures using the scale and move textures buttons and the surface properties.

    Be sure to go to the UDK documentation site to see how to do this. I could tell you here, but there is a treasure trove of information out there if you just look on that site.

    www.udk.com and at the top is a link to documentation.
  • MainManiac
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    MainManiac polycounter lvl 11
    Im pretty sure i know what you're talking about, but i think that involves importing each surface as a different static object. What im trying to do is get the entire model textured and tiled on that very first texture i picked. So id have the walls maped to tile in the bottom left corner at 512x512 and then the floor tiled and mapped at 512x512 above it etc.
  • Simmo
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    Simmo polycounter lvl 12
    You could probably do it with some kind of funky maths in the material editor, but I don't see why you would.. It seems like a huge effort for no real gain. EDIT: This might help, it looks similar to what you're trying to do with the tile texture: http://udn.epicgames.com/Three/TerrainAdvancedTextures.html#Texture Packing: Implementing large texture tile sets

    I would seriously just do what Mike suggested, you could whip this up in UDK with brushes in five minutes. No problems with seams, lighting, UVs or anything. Seperate the textures and use the surface properties to set the offsets and tiling. I would make the window grating a mesh though, personally.

    Renders look pretty :D but two Suns??
  • Rurouni Strife
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    Rurouni Strife polycounter lvl 10
    Nice textures, I was concerned with your ceiling texture but the renders make it look just fine.

    When I work in in UDK, I typically export pieces of the environment and do my best to snap them together. So in this case, I'd have 1 texture sheet (above) and have it shared between 4 pieces. It allows for easy reuse.

    You might also be able to stack them but I don't know exactly how that'd work. I suppose if you uv'd every face and scaled them appropriately in your 3D app you could stack the face sections of the single building on the appropriate texture. You'd probably have to test that though.

    Good luck!
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