Hey guys I could use a bit of advice and some thoughts. I am currently working on an environment with my friend and we are trying to tackle laying down do ground materials. I am aiming for a really nice path material and a good forest floor material. The textures were taken at the park and I made them some what tillable. I…
Hello Polycounters! This is my first post on polycount and I'm glad to join this great community. I saw so many beautiful works on this forum, it gave me a thirst to learn from you all! so I recently felt in love with a concept from Viktor Jonsson and I've decided to improve my skills on hard surface work, and UDK (using…
Creating a 2nd UV channel for lightmaps. I work in max. My knowledge of maya is limited. However, I recently was helping an intern with a UDK personal project he'd created in maya and figured out how to setup the 2nd UV channel for lightmaps. If I can just look at a tool and figure it out, I'm sure you can take the time to…
Spent about 2 days on this so far, its my goal to finish it by Friday. Its a screen grab straight for UDK, no tweaks in photoshop. I've never really lit any outdoor scenes from scratch. I'm just trying to get it portfolio ready. I'm missing a few model details like the knots, branches, limbs, and fallen trees. I plan on…
hmmm? that's beyond me- that is quite a problem you got there. I'm fairly new to UDK and sounds like you need some advance UDK assistance. I would probably check Polycount's Wiki- or just do a couple of research on Google- " UDK material Transparency issues " or what ever clever key words you can find. I think it might…
So I've been seriously working with the UDK for a bit and I have some questions that the normal UDK forums haven't been able to answer. The first deals with collision. I am rebuilding an old RtCW map which is very simple, just a collection of BSP walls and doorways. http://i.imgur.com/1Yulg.png is an example. The question…
Hey everyone, After this year's GDC and getting a lot of solid feedback during portfolio reviews; I found that I was lacking a nice hero piece. With this, I found an incredible Concept by Tung Nguyen that inspired me to recreate in the Unreal Engine. My goal for this environment is to push a concept based recreation, while…
Hello lads and lasses, I would like to pick your brains over the practical (in max) side to my dissertation. What I'm trying to achieve is have a fully-rigged octopus character for use within UDK as a playable character. Now, worry not, most of the model (finished wireframe shots below) should be fairly straight-forward to…
UDK is all about modularity. You are going to want to split your scene up into repeatable objects. Each UDK scene is typically made with thousands of instanced objects, each with their own material(s) (vs. one giant mesh with tons of materials on it). I think UDK only supports up to 8 materials on any given object ... so…
Welcome to making of "Town square" map in UDK Introduction: Hi , here i wanna share with you lots of experiences during making this scene named "Town Square" . this is the scene I've done as visual target to start a new project and in this case i should define a process to make an environment fast , instancable and organic…