Showing posts with label UDK. Show all posts
Showing posts with label UDK. Show all posts
Wednesday, April 9, 2014
UDK Landscapes Part 3: Using Weightmaps to Apply Your Landscape Materials
This is the third and final installment of the UDK Landscape trilogy. In the first two parts of this series, we created our height and weight maps using Terresculptor and then imported those maps into UDK. In this post we will show you how to apply materials to your landscape to make it look nice and pretty.
This one is relatively complicated if you aren't familiar with UDK's Material Editor, so I've made the instructions as detailed as possible.
Thursday, March 20, 2014
UDK Landscapes Part 2: Importing Heightmaps and Weightmaps into UDK
You can either create your game landscape inside UDK using the landscape editor or by using an external program and importing those heightmaps into UDK. In our last post I detailed how to use one such external program called Terresculptor to generate height and weight maps for your landscape. This tutorial will show you how to import those maps into UDK.
Thursday, March 6, 2014
UDK Landscapes Part 1: How to Create a Heightmaps and Weight Maps in Terresculptor
If you want to create a landscape for your game, you no longer have to painstakingly sculpt it by hand using UDK tools or a sculpting application. By using a program called Terresculptor, you can generate heightmaps and weight maps to import into UDK to save yourself a considerable amount of time. This tool is especially helpful for huge, sprawling landscapes. This tutorial will show you how to generate heightmaps and weight maps in Terresculptor, and how to import those maps into UDK.
Sunday, January 12, 2014
2014 Update and Substance Designer
![]() |
Substance Designer graph and 2D output windows of a rusted metal wall substance |
Substance Designer
After a brief hiatus for the holidays, I have returned to
work on our game in the new year with a brand new tool: Substance Designer 4. While this is a
bit of a pricey detour from our general “spend no money” policy, I caught a
Steam flash sale and couldn't resist the temptation to buy a
commercial software license for 66% off the retail price.
If you haven’t heard of Substance Designer, it’s an extremely
powerful node-based texturing tool made by Allegorithmic. You can string
together nodes to make your substance (e.g., a rusted metal with chipping paint)
once, and then save that substance for later use on your other models by simply
dragging and dropping the pre-made substance into your new node graph (it will
condense the whole pre-made graph into a single node, which saves space) and
hooking up the nodes. The 3D view shows you how your model looks in real-time,
so it saves time you would otherwise spend hopping back and forth from
Photoshop. (I don’t mean for this to sound like an ad for the software, I’m
just really excited about this purchase).
Substance Designer is directly supported by UDK, so a major
advantage for me is that I don’t have to worry about issues with UV mapping and
trying to get my Blender materials to display correctly in UDK. Further, you
can “expose” attributes in Substance Designer to allow you to edit how your
materials look inside of UDK (e.g., expose the color palette and you can edit
the color of your material in UDK), which gives your level designer more
power over how assets look inside the game.
The downside is that I am now obligated to learn yet another
complex tool. Fortunately, Allegorithmic has released several tutorials for using Substance Designer, so that should take some of the pain out of the learning process.
Friday, November 29, 2013
Introduction
The purpose of this blog is to chronicle the development of our game using the UDK Engine and Blender. First and foremost: we are not experts, we are just two guys who happen to love gaming so much that we decided to try to make our own.
As of now (the format may change in the future), our posts
will detail our progress (and lack thereof) in developing our game. This will
include tutorials on how to accomplish tasks we’ve found to be especially
daunting and random narratives about how we have encountered and overcome various
issues in indie game development.
This first post will describe the steps for getting started in making your game, including: preparation, engine choice, and collaboration. In addition, I've given a narrative of the path we chose and explain the decision process that led to us following our specific path.
Subscribe to:
Posts (Atom)