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Mist of Stagnation is a multiplayer FPS/RTS hybrid that will put you into fast paced, objective based game play, in a Steam Punk world. Two teams will battle for control of the few remaining resources left on the war ridden planet, in order to advance their technology. The core game play will be based on gathering resources in the forms of Control Points, to then be used by a ‘Commander System’ to build upgrades for their team. Upgrades to weapons, vehicles, and armor to name a few will be the fundamentals for a winning team. Can you survive as the Commander, or work your way up the chain of command and lead your team to victory? Will you fight on the front lines or lead from the rear? Can you make the important decisions that will determine the outcome of the battle, or are you a natural born killer? Throw on some goggles and lace up your boots, salvation lies ahead in the Mist of Stagnation.

Report article RSS Feed UDK Sculpting Turorial - Cave Assets

Tutorial that covers how to create assets to be used in UDK for a cave. In this tutorial I create the entrance to a cave using 3DS Max and Mudbox, then baking the hi resoultion mesh onto a low poly mesh, then creating the texture to be used on it.

Posted by *Don* on Jan 14th, 2013
Intermediate Props Modelling.


Tutorial that covers how to create assets to be used in UDK for a cave. In this tutorial I create the entrance to a cave using 3DS Max and Mudbox, then baking the hi resoultion mesh onto a low poly mesh, then creating the texture to be used on it.

MeshLab - Meshlab.sourceforge.net

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Kenn_Edwards
Kenn_Edwards Jan 14 2013, 4:19pm says:

thanks man i just learned a new technique :D

+6 votes     reply to comment
DaveW
DaveW Jan 15 2013, 3:51pm says:

Personally I'd approach the texturing a different way. Instead of a large diffuse/normal map I would have a large normal map, and have a 1024X1024 diffuse/normal tiling 'underneath' it. That way you get large, unique detail from the normal map generated from sculpting, but also the detail from a tiling rock texture. You should be able to add unique detail using decals.

+2 votes     reply to comment
*Don*
*Don* Jan 16 2013, 12:36am replied:

you could always do that in UDK, but you would lose your AO

+1 vote     reply to comment
Guest
Guest Jan 16 2013, 10:29pm replied:

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*Don*
*Don* Jan 17 2013, 12:37am replied:

to an extent, based on the size of your lightmaps you get better 'baked' lighting, but you can save on lightmaps and get better results by using your AO map

+1 vote     reply to comment
DaveW
DaveW Jan 21 2013, 11:01am replied:

You could use the full scale AO, too - just combine it with the tiling rock diffuse using a multiply.

+2 votes     reply to comment
crushy77
crushy77 Jan 30 2013, 5:16am says:

im a newb who wants to make mods for skyrim using UDK WHERE CAN I START

+1 vote     reply to comment
*Don*
*Don* Mar 6 2013, 9:17pm replied:

www.udk.com

then moddb should have enough tutorials to get you started

+1 vote     reply to comment
KuraiRounin
KuraiRounin Jun 10 2013, 10:38am says:

I remember referencing this tutorial a few times to create my cave rocks asset for the unity store here tinyurl.com(forward slash)mvz89lj or here tinyurl.com(forward slash)kcy7jra

I included the FBX models in the kit so even though you buy it from the unity asset store all my models and textures can easily be used for UDK!

+1 vote     reply to comment
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Mist of Stagnation
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Osiris Studios LLC
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Released Jul 2, 2013
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