I'll be using it in my racing level for when the cursed monsters get destroyed.
Showing posts with label UDK. Show all posts
Showing posts with label UDK. Show all posts
Tuesday, March 26, 2013
Particle Systems: Explosion
We've been dabbling into particle systems with unreal cascade. Following Eat3D's tutorials for explosions, I tinkered with the settings and made this:
I'll be using it in my racing level for when the cursed monsters get destroyed.
I'll be using it in my racing level for when the cursed monsters get destroyed.
Tuesday, March 5, 2013
Race track-- in the works
I've realized I haven't really posted much about my level-- but here it is. Still a work in progress.
These are some shots after getting in the correct skybox and fiddling with the exponential fog for a more "haunted" and cursed area effect.
Saturday, December 8, 2012
Intel Workshop - Projection Mapping
Today was quality.
We got a basic run down on how projection mapping (projecting interactive / video content on the environment) works.
Here's one of the end results
This is an example of a Processing sketch being projected on to some (BSP!) boxes. The sketch makes it so that the visuals react to audio.
We got a basic run down on how projection mapping (projecting interactive / video content on the environment) works.
Here's one of the end results
This is an example of a Processing sketch being projected on to some (BSP!) boxes. The sketch makes it so that the visuals react to audio.
Thursday, November 29, 2012
Aztec Dino World WIP
Some beauty shots we had to submit to see our progress on set-dressing
Textures too busy. Too much red still.
Stretchy textures in back (terrain why). Again too busy-- kinda bright.
Too much red. Wagon and bones are competing with each other. Need more set-dressing on the right.
Stretchy textures in back (terrain why). Again too busy-- kinda bright.
Wednesday, September 12, 2012
Analysis - Legend of Zelda: Wind Waker
Got a hold of an interesting post with some information and shots of WindWaker on polycount. Short, but sweet. This footage probably came from the Dolphin emulator, which is really great and runs better than the Wii itself (if you're computer's good enough). Reminds me I need to keep playing Skyward Sword and post my own findings.
At any rate, here's a sample of what you'll find in the article, which you can read here. :
Additionally, there's a thread in which they try to replicate a waterfall in UDK right here.
At any rate, here's a sample of what you'll find in the article, which you can read here. :
Additionally, there's a thread in which they try to replicate a waterfall in UDK right here.
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