Sunday, 3 February 2008

first models in unreal test


on this image it shows the first import of the first blockout, i imported it first as a static mesh which means it had no physics boxes, the box in the foreground is the ganeric browser which holds nearly all the stuff needed to populate a level, from textures to static meshes, lights, props ect..... i thought that having it in the engine but not being able to walk through it was useless so i imported it as a brush which is unreals main way of bulding. a simple cube in max is a model but in unreal its known as a brush for anyone who didn't know. next to the static prop is a light i created in max and rigged to flash using sines, and times, but ill go into that later.


here is the static prop version, it is in the generic browsers viewer so it shows ambient light pretty well. it looks nice but there is no textures at the moment.

this is the brush object in unreal it has no textures n i kept the light low to allow for the flashing light i created but you can see the basic mesh in unreal and one thing that concerns me about this is the lack of neatness unreal created when creating its own physics boxes it seems that it has connected post of the points in a very horrible way to fix this i may have to tweak models anyone sends me a bit so if people make models i would appreciate it if i got the model before texturing as shown in the pipeline then i can check for these sorts of problems.

hears my flashing light fully illuminated but i found it didn't reflect of some surfaces but i have rescently fixed this issue, the way its fixed is putting an animated light source infront of it to face the reflections this is a professional way of creating lights in unreal.

heres the light mid illumination as you can see the soldier is only illuminated by the static light behind the camera and not the light.
here is one of the final runs i did through the level, i love the tall walls, the tall door would look awsome textured.
this is the light i created quickly to test the way in which you can create flickering lights in unreal. it could help with broken lights and ambience.

this is the chart that makes up the light, it uses a time layer and a sine layer.

the sine layer creates the bright effect and the flickering and the time layer regulates the speed of the flicker all this then just gets fed into the diffuse layer this also could be applied to an emissive chanel to give off glow or the specular channel to give a flickering shine.

1 comment:

soft-entertainment(adam) said...

i think from looking at the difficulty of creating the level and importing it into unreal from max that the best way to create the level would be model the bare minimum in unreal and import detail though static mesh's.