WOO HOO! but now we have to make it visible =/ The top line "LightmappedGeneric" is the shader type. Lightmapped is more for materials used on hammer created objects like walls, floors ect. For props and models you want to use "VertexLitGeneric" if you get into doing characters we'll need to talk about $phong, but thats…
Sorry can't help you with a shader, just wondering why your using a texture based mask rather than a vertex color based mask? It seems like if this was a level we're talking about then you'd end up with another giant texture perhaps the same size as a fully unique lightmap. A question to those in the know: what would be…
@Iciban: Plane ontop of 3 sided geom, used the UDK foliage paint tool to scatter around and then used material instances to change the colours for variation. Anywho, back to uni. Been asked to re-create a scene from a film or game within a game engine. I chose this scene from Alien: My progress soo far: (Preview built…
Woah there, Modo's upcoming procedural layer stack/workflow is still supposed to be kept hush hush... even if it was mentioned in passing on a modcast we should try to keep the surprise... well... a surprise. =) That said, calling Modo "3DS Max 2.0" doesnt sound right. It would be more accurate to compare it with Maya or…
Been working on the post processing for that environment. Had some real trouble getting it to look right in the forest and vista at the same time. I might also change the light at some point. Atm its a directional and skylight and I would like to keep it simple as this environment is rather big, the light direction has to…
Good feedback above. Definitely expand your knowledge for creating materials and start upgrading some of your props by baking higher poly objects. Here is a good thread with a wealth of knowledge in it for material work in PBR: http://polycount.com/discussion/136390/pbr-physically-based-rendering-bible/p1 In addition to…
In the image the OP posted, the grout lines up exactly with the corner (although there is a bevel), but the method Jrodan posted is an interesting trick. I think the poster is after how to layout the UVs for something like this I made an image but there are some gotchas. When you do what I have done above for the tiles you…
A good place to start would be XSI EXP which you can get at www.softimage.com for free and if he really got into it, XSI 4 foundations which is professional software that goes for less than 500. Blender has gotten very good features and considering it's free, has a game engine, this program would allow your son to learn…
I found the best lighting results with
stationary lights, they produce really high quality shadows and indirect
lighting (with the right lightmap resolution) especially with area shadows
enabled, But they do have their own limitations so I can’t put more than 4
lights that overlap on each other. (also they have better…
I have been working on getting assets into udk and did my first test with emmissive lighting, I think they need a tweak in both colour and bloom so I can get the correct glow and green coming off them. A lot of time has been spent setting up lightmaps for use in unreal and a few more assets are ready for texturing.…