Art update
I've been very busy lately with doing several projects which I can't or don't want to show yet, but this is a UDK scene i'm working on, this is a couple hours of work and 2 textures. I am in the process of building the static meshes to cover up some obvious tiling and to simply decorate it.
Screen painter:
Another tool from me. Cleaned this one up a bit and is ready for use. It is the first iteration so there may be bugs. Ideas and suggestions are welcome.
DOWNLOAD: ozToolOverlay
UScripter
I have been playing around with modding UDK. Nothing complex at the moment, because I dont know much about unreal script. I have managed to hack a smooth 3rd person camera with correct aim and some other small stuff.
I used notepad for editing/creating scripts and after a while this gets very frustrating, so I started looking for IDE's for Unreal Scripts. I did find some , and I did. Some of them were very weak and others were very good. But they all were to heavy for what I wanted.
So I decided to create my own using some open-source libraries for C#. I have attached version 0.1 wich does syntax highlighting , bracket collapsing etc.
The next version will be much cooler, it will show you what the parent class holds as variables so that you know what you can play with. It will also show the parents parent class and so on. This way, whenever you extend an existing class, you want have to search for a var for hours, you will get a clear list of what it contains. And ofcourse, when you extend your own class, it will show the contents as well. Look back later to find the new version.
DOWNLOAD - UScripter
Welcome
Hey there, if you are here for my portfolio then please click this link: PORTFOLIO
Splashdamage: Extra
Yeah yeah splashdamage again, this time some extra shots including textures only and wireframe. Here it is, it's one huge image, so yeah it may load up a bit slow on some connections.
Splashdamage kinda finished.
Even tho I have a lot to add/remove/fix/edit to this piece, I call it done. I am willing to move on to newer things and play around with new styles. So here it is, the final image.
I may polish this somewhere in the future, who knows. It was very fun to do none the less.
Splashdamage: High poly bridge.
This was approximately 1h40m( had some small problems rendering it).
Tutorial: faking radiosity in Unreal.
Ok this is not really a tutorial, but more a simple technique I thought was worth sharing. The new upgrades to Unreal Engine will have this built in, but you can still use it for some manual bounce lights or in some other engine/editor.
Ok, as you know, Unreal does not calculate the light bouncing, so you can't just place a light and hope it'll look good. You need to have additional lights that help faking bounced lighting. This is what happens if you lit this scene with just a single light source in Unreal Editor.
Splashdamage: textured windows.
Ok, I've quickly textured it, don't want to spend too much time on it(No, im not lazy!). So you may see some weird stuff.
Splashdamage: update for the window
Here's a tiny update for the window. I've built the low poly, but Unreal does not want to display it correctly. It's ok when viewed from an distance, but the close up is kinda weird. And yes, in case you're wondering: I have flipped the green channel on my normal map etc, I've tried it all.
Here's the images:











