http://www.youtube.com/watch?v=ZiGmbH8nl_A
http://www.youtube.com/watch?v=Aw5sjBFvCKM
http://vimeo.com/11566466
First of all though i had to make my textures. Below are all my texture maps for my items, with the bookcase one pulled apart into its original images.
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I used the Match Colour tool on this image with the wooden texture above, and cut out the contents of the sheleves to combine into the texture sheet. |
With textures done, i set about creating the models, simple geometry and once done used UVW Unwrap and applied the texture sheets to each object. Applying another UVW Unwrap on channel 2, effectively setting up a light map, helped to get rid of some error messages i got later once into UDK regarding LightImportanceValues.
Once textured, the assets were covered in a collision box, labled 'UCX_itemname' which lets UDK know where the collision mesh should be. It was then exported out as a .ASE file and imported into UDK along with its texture. Once the texture had been assigned its own material it was just a case of dragging the items out into the stage and placing them where i wanted.
http://udn.epicgames.com/Three/FBXStaticMeshPipeline.html#Collision
An example pipeline for creating, setting collisions and importing a static mesh.
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