Friday, 1 February 2008

In preperation

I'm posting up a bit about the assets in unreal, just to help you out when we all get started on Monday. If you haven't already, watch the unreal tutorials on materials. Everyone will need to compile there own materials for the assets they create. We will have a group tutorial on the material editor soon to make sure everyone is clear.

So here is a window.....


If you find an asset in unreal and want to have a look at the tri counts, right click, then click 'sync generic browser'.


This window is actually comprised of two prefabs. I will be setting the windows to ONE person to model, so they may want to go back into unreal and have a look themselves.

We could also adopt the idea of having seperate prefabs for the window panes . This will create more variation if the same window is repeated 8 times in a small area.

We can do this on doors too, for the small windows.

This is the shader that is applied to the broken glass, open stuff like this and have a look at how its made up. If you open the broken glass in the 'Static mesh editor' which you can access by double clicking the object in the generic browser, you can see just how awesome the shader is.

The shaders in the unreal ed always look really messily set up to me, so it can be a bit confusing looking. But its not so daunting after playing with it for a while and doing some tuts.

Even though I've set limits in the asset lists, if there is something you want to try or experiment with, that wont waste too much time, then just ask.

Kian and Ash are normally on msn too of you have any other questions about materials.

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