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Mapping For Games. UDK Material Editor Node Cookbook Part 2. Window Package Homework. Please pull up your Window Assignments I’ll be going around and checking each one based on the following criteria: - New Package with a Window Material applied to something

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mapping for games

Mapping For Games

UDK Material EditorNode CookbookPart 2

window package homework
Window Package Homework
  • Please pull up your Window Assignments
  • I’ll be going around and checking each one based on the following criteria:- New Package with a Window Materialapplied to something

- Material Utilizes unique photographs- Material has High Quality “Depth” illusion- Attention to Detail

introduction
Introduction
  • Today we’ll be going over:

1 ) A handful of new, but very powerful nodes.

2 ) A new recipe for how to make a flickering TV Screen

3 ) How to use multiple UV sets

4 ) How to make modular rubble using prefabs

5) Your Midterm Assignment

texture coordinate node
Texture Coordinate Node
  • Index Coordinate: Determines which UV set to use when applying this material.
creating multiple uv sets in maya
Creating multiple UV Sets in Maya
  • Create a single UV set for everything in the object
  • Select the faces you want to move into a new UV Set.
  • Polygon>Copy UVs to new UV Set
  • Select the remaining faces
  • Polygon>Copy UVs to new UV Set
  • You should now have
    • A UV Set containing Everything (disregard this)
    • A UV Set containing Part 1
    • A UV Set containing Part 2
meshes with multiple materials
Meshes with Multiple Materials
  • 1. Create a Mesh that uses Multiple UV sets.
  • 2. After each set has been made, apply a unique material to each face that shares a UV set.
  • 3. Select all the faces using each material, and copy their UVs to seporate UV sheets.
  • 4. In UDK, the object will have two material channels, each corresponding to a different UV set, allowing multiple materials to be placed on a single mesh.
multi uv set construction
Multi – UV set Construction

<CREATING MULTI-UV SETS FOR TV MESH DEMO >

modular rubble pieces
Modular Rubble (Pieces)
  • Each piece was created separately and UV wrapped Separately. Each has a unique material applied to it.
  • The Meshes were then Combined using Mesh>Combine Mesh
  • The objects retain their UV maps, and can be textured and Material’d seporatly.
rubble pile static mesh
Rubble Pile Static Mesh
  • Note the Number of material Channels corresponding to the number of objects in the rubble pile. Each will have their own material.
rubble and level design
Rubble and Level Design
  • Rubble and other static meshes like it are used to break up right-angles, and to create a more lived-in, and organic feel to an environment.
  • However, if all rubble piles look the same then all your efforts to create variance will be for not.
rubble placement example 1
Rubble Placement example 1
  • Notice how you can clearly see a hard, right-angle edge along the wall. The rubble does nothing to hide that.
rubble placement example 2
Rubble Placement example 2
  • Notice here, how all the rubble does block the right-angle, but the rubble has been repeated so precisely, it looks equally bad.
rubble placement 3
Rubble Placement 3
  • Here we see a fair example, where the rubble is placed and turned to create variation. However, upon close inspection, you’ll notice each pile is the same, just turned.
prefabs
Prefabs
  • Unreal Prefabs allow you to combine multiple static meshes into singular objects which can be easily moved around and adjusted.

One UDK Prefab

Four Separate Objects

creating prefabs
Creating Prefabs
  • Place each piece in the level as you would any other static mesh.
  • Adjust pieces to your liking.
  • Select all of the pieces (making sure not to select the ground or the sky)
  • Right Click > Create Prefab…
  • Select a Package, and give the prefab a name.
  • Optional: Replace the collection of Meshes with an instance of the prefab.
reverting prefabs
Reverting Prefabs
  • If you want to break a prefab down into it’s pieces again:
  • Right Click > Convert to normal Actors.
  • This allows you to adjust the pieces of a prefab, and then re-convert it back to a different or new prefab object.
prefab examples and rubble piles
Prefab Examples and Rubble Piles

<Prefab Rubble Pile Example>

rubble placement example 3
Rubble Placement Example 3
  • Notice Each Rubble pile is rotated different, and there are multiple prefab-instances of different rubble piles.
  • Minimal monotony and maximum variance = Good asset / environment creation
midterm assignment
Midterm Assignment

Assignment: Create a Base Material, and three or more Material Instances for a single high poly (1,500+ polygon) mesh. Place four copies of the mesh into the environment, each using either the Base Material, or one of the Instance Materials.

  • You may use your own mesh or a mesh you downloaded of the internet an unwrapped your self.
  • You may NOT use Epic’s meshes, or any mesh that already has a UV set applied to it.
midterm step by step
Midterm Step-by-Step

Instructions

  • Find / Create a high-poly (1.5k poly) Mesh
  • Create UV Set(s)
  • Import into UDK
  • Create Base Material
  • Create 3 unique Material Instances
  • Place four copies of Mesh into Level
  • Assign one mesh the Base Material
  • Assign three other meshes a Material Instance
  • Bake Lights
  • Save Map and Package to turn in next week.
midterm grading criteria
Midterm Grading Criteria

(PASS/FAIL) Model is 1,500 polygons or more and is of high quality and interesting (no 1,500 poly Cubes)

(PASS/FAIL)UV Un-wrapping done by Student, not already done by mesh’s original artist. (if mesh downloaded from internet)

(10pts) Base Material utilizes ALL of the following nodes:

- Texture Sample

- Multiply

- Texture Coordinate- 3 or more Parameter NodesAND, Base Material utilizes TWO of the following nodes:

- Linear Interpolate (Lerp)

- Panner or Rotator

- Clamp- Power

- Sin or Time

(10pts.) Three or more Material Instances using a Base Material with appropriate and well-named functional parameters, each applied to a mesh.

(5pts.) Model and Materials (both Base and Instances) look unique from each other but still look appropriate to the original Mesh.