For the third of our UDK tutorials we started looking at more complex light rather then the basic point light we did in our initial tutorials. We used static mesh light that where already in UDK and set them to have emissive light rather then having standard point lights.
These are the lights we used and I know it doesn’t really look like its producing light but it is. From there we we cut a hole in the room using the subtract CSG tool and then some put some blast doors in place to cover the hole. We then added a trigger to the door and used Kismet and Matinee to have it open.
Kismet is UDK’s visual coding system. Matinee:
You use the matinee to move static meshes using key frames on a timeline. Door open and closed:
For the start of the second year of technical production skills we started look more into the UDK (Unreal Development Kit) engine, we briefly touched on it in the first year but only importing models really. In the first tutorial we learned some of the basics like starting a project, saving, snapping tools, navigating and features to create geometry like BSP (Binary Space Partition) brushes and CSG (Constructive Solid Geometry).
After leaning about some of the tools mentioned we created some geometry using the ‘BSP brush’ and the Add ‘CSG button’, then we cut out the corners using the ‘Subtract CSG’ button to show this can be used for cookie cutting. From there we just added something from the content browser, what I did is shown below, I’ve also highlighted where the tools we used are..
In the second tutorial we began by using the pen geometry tool, we used this to create geometry that wasn’t set to a certain shape. We used it to build a sealed room..
Then we had to add lights so you can see inside the room as well as textures and some static meshes to make it actually look like a room..
Here is my modeled alphabet that we was tasked with doing over reading week, I used the Rockwell font as seen below..
I haven’t unwraped or textured any of them yet but will be uploading them when I do.