Friday 25 March 2011

"Escher Room" UV Wrapped


I UV Unwrapped the room in Max and applied a material to it in UDK. I created five images, one for each surface; Floor, Back, Ceiling, Wall and BaseWall. I did this so it looks partially like a real room.

I tested it out in UDK, the lighting seems a little off because UDK converts all shapes into Triangles and sometimes these seems can be seen. Overall the collision and wrapping works well.

Monday 21 March 2011

Modeling assets

Here'ss a PC I've modelled to an asset in my Level.

Collision fixed

When importing objects into UDK, if they are convex shapes the collison does'nt work properly. In the image above you can see I've fixed this problem by adding a hole at the top of the mesh. This means the object is a solid shape. I plan to add a second shape in UDK to cover up the hole and effectively make it a solid shape.

I tried to import it into UDK and the collision works effectively. 

Monday 14 March 2011

Escher Room

Relativity by M.C. Escher.
This image inspired a gameplay aspect of my map.
I wanted to create a room for my map which resembles painting by Escher. I plan to create a room which can rotate, so the player has to traverse a room with changing gravity.


Here is a rendered image of my Escher room.


I created this in 3ds Max. I created it as one object so it can be placed in UDK as an Interp Actor and thus be animated.


Collision Error. To create collision for my room I copied the object and name it UCX_room and the original object was called room. This is how collision is made for objects. However when I tried this the collision seemed to be eratic. This is a problem I will have to sort out to finish this map.

Office Assets

Here are some static meshes I created for my map. They are created to fill out the office environment.


Here is a desk


This is an office chair I created.


This is a door I've created, in UDK these can be animated to open and close.

Thursday 10 March 2011

Changing Material


My Objective was to create a material which transforms into another material. I looked into the various nodes found in the UDK material editor. I managed to achieve this effect by using a Linear interpolation node (LERP) and a flipbook texture sample.


This is a link to a video tutorial on how to create a flipbook texture for UDK. A Flipbook is a kind of texture. It will cycle through a set of images to create a basic animation.

Here is the Udn website. This is were I learned about the LERP node. A LERP decides which texture to render, the Alpha value decides which texture to render. The Black part of the alpha value will show value A, the White part of the alpha value will show value B and grey parts will show a mix of the two.
http://udn.epicgames.com/Three/MaterialsCompendium.html


Here is a Flipbook texture I created. It is made of squares ranging from pure white to pure black. The Flipbook texture will cycle throuygh these values to create a gradual change from white to black. This texture will be an alpha value for a LERP node.


Here is the material. The Flipbook texture acts as a alpha value for the LERP node, while two seperate textures are fed into the A & B values of the LERP node. As the flipbook texture cycles through its animation the A texture will change into the B texture.
Here is the material at an early stage of animation.


Here is the material at a later stage of animation. It's nearly changed into the second material. It is also important to note that the flipbook's properties can be changed from Looping-true to looping-False, so rather than a cycle I can have the material change and then stay that way.

Tuesday 1 March 2011

Office Cubicles

Here is a cubicle wall I created in max and imported into UDK. I've modelled each segment individually so I can ceate a custom layout easily.


Here are the segments laid out in an office style. They work well.