Tuesday, May 7, 2013

Importating my work into UDK


Currently in the course i have made a vast array of game assets, from vans to trees. Now my task is too import all of these assets I've made so far into UDK, with the aim of creating an interesting scene. When the brief was initially set i thought it would be a 2 day job. However after i had made collision meshes for each asset and had started to import meshes such as my van into the scene, i began to realise how crucial it is that you take great care in the design process of these assets. Things that seem passable at the time will come back to bite you in the ass later down the line. For instance I had done a last minute job on the windows of the van, making them out of an opaque 3ds Max material rather than properly textured them as see through alpha channels. Subsequently it caused problems when importing it into the game engine because the default material i had used in 3ds Max wasn't compatible. So i then had to go back to the design process and do the windows properly. My own fault i know, but it's the best way to learn and now the van looks even better for it.

  After amending a few kinks in some of the assets, i imported and named every, mesh, material and texture and began to make my seen out of the random things i had created along the period of the course. However, it soon struck that the juxtaposition of all these assets didn't look very professional, so i created a whole of other asset... a street

Which meant that i could tie together the oddly arranged assets into a plausible scene.

With the addition of a basic sand terrain protruding into the scene, adding a method of zoning the area of so the player wasn't tempted to run of and the addition of a pool of water for aesthetics my scene was complete, and executed well i feel, based on the small amount of assets i had. 





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