Tuesday, October 16, 2012
UDK Benchmark WiP #3
This cave scene is for testing multiple dynamic (shadow casting) lights. There are 5 torches + one camp fire in total and 2 dynamic lights (1 non shadow casting) per each of those objects.
Sunday, September 30, 2012
Blender Procedural Stones
modeled in Blender
Normal + AO map baked in Blender
Cavity Map generated in xNormal
Texturing done in Photoshop
~200-300 tris each
~20-30 tris collision model
Diffuse Map, Specular Map (Diffuse Alpha Channel), Normal Map
1 UV Channel (lightmap ready)
UDK Screenshots (prebaked Lighting, 128px² lightmap)
Normal + AO map baked in Blender
Cavity Map generated in xNormal
Texturing done in Photoshop
~200-300 tris each
~20-30 tris collision model
Diffuse Map, Specular Map (Diffuse Alpha Channel), Normal Map
1 UV Channel (lightmap ready)
UDK Screenshots (prebaked Lighting, 128px² lightmap)
Saturday, September 8, 2012
[How-To] create Self-Shadowing Materials (UDK/UE3)
An esay approach on implementing self shadowing for UE3 to increase the quality of normal and bump offset/parallax mapped materials even further. It does require a heightmap and is useful for bumpy surfaces like bricks and cobblestones.
Material
The idea is quite simple. Offsetting the height map along the light direction and comparing it's value with the actual height determines which areas are shadowed. Scale and darkness/hardness of shadows can be controlled by adjusting the offset and contrast value.
Material
The idea is quite simple. Offsetting the height map along the light direction and comparing it's value with the actual height determines which areas are shadowed. Scale and darkness/hardness of shadows can be controlled by adjusting the offset and contrast value.
The technique is not very expensive - adding an extra of 5-10 point light shader instructions (depending on the contrast value). It's possible to save some instructions by adding a constant clamp (0-1) before the contrast adjustment and by replacing the power node with a series of multiply nodes (e.g. 3x multiply by itself = power of eight).
Screenshots
Diffuse + Normal Map + Self Shadowing
Tuesday, August 21, 2012
Tileable Walkway Model
359 tris / 198 vertices
2048x1024 texture maps (diffuse, normal, alpha channel specular)
high poly + low poly modeled in blender
maps baked in blender and xnormal
textured in photoshop
In UDK
Low Poly
Textures
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