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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UDK Material EditorNode CookbookPart 2
- Material Utilizes unique photographs- Material has High Quality “Depth” illusion- Attention to Detail
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
<CREATING MULTI-UV SETS FOR TV MESH DEMO >
One UDK Prefab
Four Separate Objects
<Prefab Rubble Pile Example>
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.
(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
- 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.