Saturday, May 21, 2011

UDK Decal Problem (Fixed)

Ok so I'm having this issue where decals are showing up on some meshes, but randomly not on others.

Its not just certain instances of a mesh.  Its every instance of a certain mesh.  The bench that I demonstrate below has this problem for every instance of it.  Its not just this one decal, its every decal that I attempt to apply to that mesh.

The material setups have been the same for a while now and this problem popped out of nowhere.

Any help would be greatly appreciated.

I am in the November 2010 build of UDK






Update:
Fixed thanks to a response to this problem on polycount.  In the static mesh editor, under LOD info "Enable Per Poly Collision" needs to be checked.  I am not sure how it randomly became unchecked, but thats the fix.

Using Merge Maps to Create Realistic Blood Splatter in UDK - Intermediate Level

Skills Required :  
       -Basic Knowledge of Photoshop 
       -Basic knowledge of Unreal Material Editor
Here is the package and TGA image that I created:  Blood.zip

Blood splatter is from CG textures.

So it is likely that you will get a file with a white background.  Thats quite useless for making a translucent material in UDK.  Cardinal sin #1 for decals is a white background.  The reason is when you try to ad an alpha channel to it, you still get remnants of white showing through the semi-transparent parts of the blood.

Like this:



So we need to get it on a black background before we create our merge map so we don't get those white artifacts.  We will only need grayscale information in the end, so its quite simple.

First of all, select the layer with your blood splatter on it.  Then go to Image>Adjustments>Invert or ctrl+I.  

That will give you this: 


Now that you have a black background, you can go to Select>Color Range.  

Tuesday, May 17, 2011

Matt Williams - Demo Reel Rough - May 2011



Hey everybody, this is a rough cut of my student demo reel. I am a senior at the Savannah College of Art and Design and I will be graduating in a few weeks. Any feedback would be greatly apreciated.

Oh and the "badass video" will be completed in a few weeks. Some of the video for the particles didn't capture properly either, so some of them look strange (particularly muzzle flash)

Some particle sprites by Herb Zischkau, have since been reworked by me.
Merge Map tech by me, 2D blood by Harald Hagen

workofmatt.com

Music used with permission of author.

Song: Mr. Handagote
Artist: Tomas Dvorak (Floex)
Album: Machinarium OST

Thursday, May 5, 2011

UDK - Lights that Flicker / Blink Independently Tutorial - Intermediate Level

Set this up with the parameter to the left at 1

Then create a material instance constant (right click on the material, choose material instance constant).  Create multiple material instances (as needed).  Change the scalar parameter to a random number close to 1 (1.2, 1.1, 1.15) for each one, even a small amount makes a difference.
Then as you add your selected mesh to the world multiple times, apply a different material instance to each.  
Hooray! 

And here is the result.  In this case, these pulse.  If you go look at some of the lights in UDK, you will find some flickering lights.  As long as you multiply "Time" by a parameter, you should be able to make your lights blink independently.

Thursday, April 28, 2011

UDK Basics - Getting Started Tutorial - Beginner Level



Hi Everybody,
    Just posted a new video tutorial up on youtube, going to start a tutorial series.  So please leave comments and check it out if you're new to unreal

Wednesday, April 20, 2011

Particle Fun

Just messin around with particles.  This is placeholder art, but I think you get the idea.  The falling water has steam coming off of w/e it collides with.  so no matter what i put it above, steam will come off of that object.

It was fun.  Got the same effect for rain and the splash when it hits the ground.

If you're interested in learning how, I am starting a video tutorial series soon and i will do a tutorial on particles asap.


Friday, March 11, 2011

Swarm Success!

As some of you may know, I work at the Systems Office at SCAD's Montgomery Hall.  Today I got Swarm (UDK lightmass "job distribution) to work on the school servers.  It was actually pretty simple once you know what to do.  The hard part is going to be getting it to run in the background while computers are idle.  That will be my Spring Break project along with installing March UDK and most likely Cryengine 3 (its actually on the to-do list that my boss wrote up).  Anyways if you have any questions about setting up swarm on a school network, feel free to ask.