This is the metal crate used to trigger some ghost boxes in the level. The shader has a reflection cube on the metal but I used an alpha in the diffuse to make it not appear on the exclamation mark. The background is the sand and dirt material I created.
This is a material that I made for some of the props. To make it I modelled a load of bricks in max, I then took this into zbrush and sclupted in some cracks and edge damage, After that I used polypaint to create the diffuse. to create the normal map I baked the hi poly onto a plane. I then took the textures and made them…
So I was thinking earlier, When you create an opacity mask in UDK at what point does the mask decide whether to render a pixel or not? So to find this out I did an experiment. =D When I create a opacity mask it usually goes into the alpha channel on the diffuse, spec or normal of that texture, meaning the texture is saved…