Started working on a new scene in UDK based off Arkham City, right now i only got the AO and normal on most of the assest. Working on texturing right now, when I'm done with that I will see what bits of garbage and stuff it needs to make it more alive. Any and all advice is more than welcome.:\
Hello all. A while ago I created this interior scene in 3DS Max (Link) and now I've spruced it up a little and threw it in UDK. I still feel like there's something not quite right about the lighting and perhaps some of the assets need a little polish. Any comments and crits to help me improve this further, would be great!…
Hey, So having some trouble with UDK. Not really used it much but I am having a problem with smoothing groups. If I import an FBX with smoothing groups, the result seems to have odd shading. It is very dark at the higher points. Has anyone seen this before? Also worth noting that this happens with no maps applied also.…
The image on the left is what my normals should look like; the image on the right is what my object looks like after building the lighting in UDK. I'm not sure why there's such a drastic difference in the appearance of the normal map, but if anyone can provide insight I'd be grateful!
Hi, Im here to talk about my Final Year Project Ive been doing at Staffordshire University. The basic gist of things is that I am designing and creating a character and accompanying art style for use in UDK. There will be some HLSL on the side so that in theory the character could be made use of in other engines as well.…
I have seen some good things from Tor Frick's UDK Masterclass DVD. But I am wondering how relevant is it still? I know alot of the material work will transfer over to UE4, but what about the overall work flow?
To get good sizes. try using a UDK player mesh and stand it next to your props and doors etc. Obviously if you are using UDK. You could even import into your 3d program and get the sizes right there i suppose. :)
Fun class project for lighting and rendering utilizing trim sheets with some unique props, loosely based off of Leroy Steinmann's dwarven temple sketch, and added some warcraft flavor to it. All models, textures, and lighting elements are done by me. Modeled in 3ds Max and painted in Photoshop and 3DCoat. Composed in UDK.…
I kind of want to avoid having to manually placing grass, I'd love to just automatically populate a field with the udk foliage, and it automatically culls distant foliage, and with udk's foliage system you really don't have much control over the placement angles. I'm going to be testing out getting some hills shaded…
hi , just export your scene as fbx and import the file on udk .. and udk will give you all your object ( windows . door . pillar ) and start placing them :)