View Full Version : UDK Pirate Challenge - Exigopro
I'm new to this forum, as i am new to mapping with UDK. I used to work with SDK often, but because this challenge forces me to use UDK, i will now learn the basics and more. Maybe this is my chance to finally get an understanding of UDK and make my choice between mapping with SDK or UDK.
I will be posting my work as soon as possible, i hope i can count on a little help of YOU to help me with my problems that may occur in UDK :)
Okay, so here's my first bit of progress. It's not much, but i'm still struggling with UDK.
This is a quick update, still trying to get my light to work.
Its looking good, I made a cave map and know how much of a pain it can be to get it to how you want. If your new to UDK coming from Hammer. I'd point you in the direction of some introduction tutorials but to be honest you have already grasped the basics pretty well so there wouldnt be much point. Just give me a quick shout if you have any questions and i'll try my best to help
Thanks for that PhantomFragger, I could use a lot of help with UDK at the moment. For example, in SDK, i used to have a light_enviroment in wich you can set the lighting for the whole map. I'm wondering where you can do this in the UDK. I've seen some different types of light, but that's not quite the thing i'm looking for.
a DominantDirectionalLight could do that for you, if you go to add actor, it should be in there :)
Thanks Hagss, helped me a lot!
Fixed and improved some things, including lighting :)
No problem :) Glad I could help, looking good so far :)
Dont hesitate to ask me too if you have any question, I work with that engine 18 hours a day =) (and have as many crashes...)
Is there any such thing as displacments in UDK? I didn't find any tutorials yet :s
Really nice start. Good to see you figured out your lighting issues. I think if you are working on your lighting to start with, then you should refine it a bit. Use the same kind of lighting techniques you would use in other engines..just different if you get me.
I think no you have some good shadows with your directional light (by the ship wreck) but they kind of get lost everywhere else. If you plan out where you are going to take your final 'beauty shots' you can figure out where is the best place to place your directional light to really drive home that ominous feeling to you map.
Like I said though, great start and keep it up!
Not too sure if your talking about displacements in the same way you would in Maya? But I've not seen that used in UDK. What are you trying to achieve with it?
In SDK, the displacements are 'sheets' wich you can paint on and you can smoothen them, or add noise, etc.
Actually it is to make the terrain, for example hills.
Your best bet would be to use the terrain editor it's a similar method this tutorial should explain how to set it up pretty well
Here's a quick update of my watchtower. It was a pain in the ass to make this one, so i'm glad it's finished :)
EDIT: I've shortened the cains inside the tower, because the light was hanging to low. (old version on pictures).
This is what i've got so far. If you believe the layout of the map can be better, you're welcome to share your opinion!
I could use some help with several things here to speed up my progress, because i'm taking way too long to finish some easy things:
1. How do i select everything withing my selected area? -> For example, if i draw a rectangle on the top view, everything within it will be selected.
2. How do i add a bumpmapped texture/material into UDK? I've managed to add textures, but not yet figured out how to add their normal map.
Thanks in advance
Some nice progress it's coming along well, i should be able to help you out with your questions
1. Hold Ctrl + Alt then drag your selection
2. I can't tell from your question if you have already made a normal and just wan't to know how to apply it but if that is the case this should help
Hope this helps keep up the good work
Thank you very much! This will help me a lot.
My progress so far:
I gave a green tint to the lighting.
Inside the cave:
Please tell me what you think about the map so far, and what needs improvement.
I think you've got a nice layout and some good details here and there. As far as things to improve, I'd suggest working with your ground a little bit to break up all that empty space especially on your shoreline, around the tower, and outside the courtyard. You could try using a terrain object (though I don't know how they work myself) instead of a flat BSP brush to give the ground some lumpiness. I've been able to get the rock mesh to work pretty well for that, too, by stretching it out. In addition (or instead of) you could consider adding some more objects out in those areas (more crates, bottles laying around, random rocks, a tree/plant, etc.) to put in a little more visual detail.
If i would fully understand the terrain objects, i would definatly use it, but i'm new to UDK and really don't understand all of it yet. i'll figure it out someday.
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