Description
Course info
Level
Advanced
Updated
Aug 19, 2013
Duration
2h 58m
Description

In this UDK tutorial, we will learn about how to create a small environment focusing on learning materials and textures. The real-time gaming engine, Unreal Engine, powers many modern day games. By understanding and manipulating materials and shaders in UDK an artist can create unique and advanced game worlds and characters while also streamlining the development of these assets. Throughout these lessons, we will discuss material and texture development used to create a desert dig site in UDK, including techniques you can apply to your own work today. Software required: UDK(2012-10),Photoshop CS5, Maya 2012, Ndo2, xNormal, ZBrush 4R4 .

About the author
About the author

Born and raised in Suffolk, Virginia, Clinton is currently a Environment Artist at Battlecry Studios located in downtown Austin, Texas.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi there everybody. My name is Clinton Crumpler. I am an environment artist at KIXEYE Game Studio located in San Francisco, California. Some of my past projects include Heavy Gear: Assault and America's Army: Proving Grounds. In this course we'll be creating a desert dig site environment for UDK, and learning about textures and materials, more specifically. Some of the key points to this tutorial will include creating multiple layered effects on materials to form believable real-time results for materials such as wood, stone, sand, and various other materials commonly used in modern-day games. Next, we'll be creating tileable and reusable textures, meshes, and materials, followed by utilizing displacement and motion to capture non-static materials, and lastly, we'll be using math functions and control variables to add quick changes to multiple materials. By the end of this training you will be able to create your own textures and end-game materials utilizing many of the functions and abilities discussed here. I'm excited to share with you these techniques that will really push your end-game models and scenes to the next level of believability. Sign in, or sign up. Let's get started.