Reflective Material

Figured out how to make a reflective material in UDK.

First you need to place a Scene Capture Cube Map Actor in the scene to capture the environment.

You then need to plug that into a new Render to Texture slot and add that to your materials diffuse.

This is the final result.

3ds Max to UDK

Discovered how to import my Evo model into UDK as a static mesh

First I needed to export the individual parts of the model out of 3ds max as ASCII files using the following settings:

Then I imported them into a new package in UDK and assembled them back together.

UDK Update

Added some more detail to the first room in the level and fixed up the lighting.

UDK Update

Did a bit of work on the bottom level of my environment. Added some support rails and some textures for the floor, walls etc…..

After Effects 1080p workflow

I’ve been working on a project lately that deals with a lot of 1080p footage. This can be a problem because it can slow things down a lot.

After a bit of research, I discovered that After Effects has a function that allows you to create a proxy for your footage. This means that you can render out a smaller, lower quality version of your footage to use while you’re working with it and when it comes to render time After Effects automatically swaps it out for the high quality footage.

UDK Update

Added a new room to my level. Also made an elevator shaft that connects the two areas.

Evo Tests

Rendered out a few test images of the Evo.

UDK Update

Added a few more details to the entrance and some doors to the back room. I also mapped  out some preliminary textures for the walls, floor etc…..

Evo Update

Almost completed modeling the vehicle, spending today finishing up a few final details ready for a test render.

Wheels

Finished building the alloy wheels for the evo and are fairly happy with the results. I decided to add a lot of detail to these because they are a fairly prominent aspect of the vehicle.