Mist of Stagnation is a multiplayer FPS/RTS hybrid that will put you into fast paced, objective based game play, in a Steam Punk world. Two teams will battle for control of the few remaining resources left on the war ridden planet, in order to advance their technology. The core game play will be based on gathering resources in the forms of Control Points, to then be used by a ‘Commander System’ to build upgrades for their team. Upgrades to weapons, vehicles, and armor to name a few will be the fundamentals for a winning team. Can you survive as the Commander, or work your way up the chain of command and lead your team to victory? Will you fight on the front lines or lead from the rear? Can you make the important decisions that will determine the outcome of the battle, or are you a natural born killer? Throw on some goggles and lace up your boots, salvation lies ahead in the Mist of Stagnation.

Report RSS UDK Sculpting Turorial - Cave Assets

Tutorial that covers how to create assets to be used in UDK for a cave. In this tutorial I create the entrance to a cave using 3DS Max and Mudbox, then baking the hi resoultion mesh onto a low poly mesh, then creating the texture to be used on it.

Posted by on - Intermediate Props Modelling


Tutorial that covers how to create assets to be used in UDK for a cave. In this tutorial I create the entrance to a cave using 3DS Max and Mudbox, then baking the hi resoultion mesh onto a low poly mesh, then creating the texture to be used on it.

MeshLab - Meshlab.sourceforge.net

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Comments
Kenn_Edwards
Kenn_Edwards

thanks man i just learned a new technique :D

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DaveW
DaveW

Personally I'd approach the texturing a different way. Instead of a large diffuse/normal map I would have a large normal map, and have a 1024X1024 diffuse/normal tiling 'underneath' it. That way you get large, unique detail from the normal map generated from sculpting, but also the detail from a tiling rock texture. You should be able to add unique detail using decals.

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*Don* Author
*Don*

you could always do that in UDK, but you would lose your AO

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Guest
Guest

Does UDK simulate AO when you compile light?

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*Don* Author
*Don*

to an extent, based on the size of your lightmaps you get better 'baked' lighting, but you can save on lightmaps and get better results by using your AO map

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DaveW
DaveW

You could use the full scale AO, too - just combine it with the tiling rock diffuse using a multiply.

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crushy77
crushy77

im a newb who wants to make mods for skyrim using UDK WHERE CAN I START

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*Don* Author
*Don*

www.udk.com

then moddb should have enough tutorials to get you started

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KuraiRounin
KuraiRounin

I remember referencing this tutorial a few times to create my cave rocks asset for the unity store here tinyurl.com(forward slash)mvz89lj or here tinyurl.com(forward slash)kcy7jra

I included the FBX models in the kit so even though you buy it from the unity asset store all my models and textures can easily be used for UDK!

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