Years ago, the Locust Horde gathered under every major city and launched a surprise attack. Untold numbers died on Emergence Day, and rather than allow the Locust to keep the spoils of their aggression, humans used chemical weapons and orbital particle beams to destroy them - and their own cities. With most urban centers and military installations rubble, survivors gathered on Jacinto Plateau, whose solid granite strata could not be easily penetrated. When the Horde breached the plateau's defenses, Marcus Fenix defied orders to save his father at East Barricade Academy - but he was too late. Charged with dereliction of duty, he has been sentenced to 40 years in Jacinto Maximum Security Penitentiary...
Building on the 'Material Shaders in UE3 (Gears of War)' Tutorial, here we go through the process of adding Virtual Displacement, Relief or Steep Parallax maps (you decide what you want to call it I no have idea which is the right one anymore) to our Materials.
Posted by Koroshiya_Ichi on Nov 15th, 2007 digg this super bookmark
Basic Textures.
Author : K1chi - k1chi@hotmail.co.uk
In this Tutorial we're basically going to learn how to set up Height, Displacement and Emissive Maps inside of UE3 to further enhance your Material Shaders, using Gears of War as a base Engine. There won't be any actual Texture building here, it's literally an overview on how to take an existing Maps and make them effective inside of UE3. If you don't yet have a Basic Material Shader set up, or any additional Texture Maps built for use in this Tutorial I strongly advise you run through a couple of my previous Tutorials first, as they will bring you up to speed and help you build all the content you'll require:
Please note (and I say this at the beginning of all tutorials) that there is never only ONE way of doing things, and my way is not necassarily the best for what you want to do. My advice is to use as many resources as possible which you then use those to develop YOUR way of doing things. This is your art so do whatever works best for you, because at the end of the day there is no right or wrong way when it comes to this stuff. Also I like to be quite thorough with my tutorials, so if you're looking for a quick and easy ‘step by step' solution with no babbling you may become quite frustrated with my style of writing, as I try to explain the logic for all my creative decisions as much as possible. However if you're looking for a comprehensive and detailed account of how I personally choose to do things, you've come to the right place.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.