The last week has been spent preparing my diorama for rendering in UDK. The first thing I did was import all my models as FBX files into my own saved package. After this I moved on to importing all my texture images. These were then slotted together into a single material for each model (barring the digger which had two, one for the vehicle itself and then the decal map). I didn't have any trouble putting them together apart from for the digger itself. I struggled to get my alpha map working correctly at first. Eventually I found that I had missed an import check box on the import screen along with having to change the blend mode of the material itself. With these done I then applied them through the static mesh editor so that they were applied to all instances of the model that I would create.
After all this I decided to start light maps. I quickly found that they certainly aren't a strength of mine. The reason for creating one is so that models light correctly and display nice shadows. The process of making a light map doesn't actually involve making a map itself, more just creating a new UV set for each model in Maya with very specific rules. You cannot overlay UV's, have red UV's, they must have 2 pixels of padding (at least) to not have strange issues, cannot be connected if on a corner of 90 degrees or more and should be placed on the pixel lines of the grid as much as possible. All of this together makes for a lot of stress, especially when you don't know what you have done wrong on it so far. I have made light maps for all of my diorama now, I just need to make the diggers set. However the problem is that I don't know how I will fit it all on one map as much of my UV's are overlayed or connect around 90 degree corners. All in all I don't have a clue of how to do it but am getting assistance this Wednesday so hopefully I will be able to make one before the deadline else I will lose marks.
As for the scene itself, I like the layout I have yet I think that I will change the lighting quite a bit, it's just like this to check the shadows and things.
UDK scene
Standard UV's in channel 0
UV's for the light map in channel 1
My Material set-up in UDK
My content browser
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