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SpeedTree To UDK: The Complete Workflow, Part 2 Importing Into UDK

SpeedTree To UDK: The Complete Workflow, Part 2 Importing Into UDK

Due to the shear number of polygons often required to make believable 3D trees, creating realistic ones for use “in-game” can be a challenging, time consuming task. SpeedTree from IDV aims to change all that with it’s intuitive UI, ease of use and powerful toolset. Making believable trees and plants has literally never been easier!

In this new two part tutorial, artist Madhan Mohan will get you up to speed on working with the software, and show you how to not only create an great looking optimized Pine tree using SpeedTree, but how to get the model up and running inside of UDK as well. In part two Madhan will walk you through the process of exporting the completed model from SpeedTree and compiling it for use in UDK. Material setup, populating terrain and generating collision primitives are also covered in detail. Complete the project after the jump!

SpeedTree To UDK: The Complete Workflow, Part 1 Creating The Tree

SpeedTree To UDK: The Complete Workflow, Part 1 Creating The Tree

Due to the shear number of polygons often required to make believable 3D trees, creating realistic ones for use “in-game” can be a challenging, time consuming task. SpeedTree from IDV aims to change all that with it’s intuitive UI, ease of use and powerful toolset. Making believable trees and plants has literally never been easier!

In this new two part tutorial, artist Madhan Mohan will get you up to speed on working with the software, and show you how to not only create an great looking optimized Pine tree using SpeedTree, but how to get the model up and running inside of UDK as well. In part one Madhan will give you an in-depth look at the many parameters that make up the Speedtree interface, and walk you through the process of creating your first tree model.

Quick Tip: Optimizing Textures In Unreal Development Kit

Quick Tip: Optimizing Textures In Unreal Development Kit

In today’s quick tip, new author Ankash Kallyat will discuss optimizing textures in Unreal Development Kit and some of the key things to remember when importing textures into UDK. We’ll look at a few ways to save memory by extracting Specular maps from Diffuse maps, as well as working with LOD settings to optimize game play.

A Comprehensive Beginners Guide to UDK – Day 1
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A Comprehensive Beginners Guide to UDK – Day 1

This entry is part 1 of 6 in the series A Comprehensive Beginners Guide to UDK

Twice a month we revisit some of our reader’s favorite posts from throughout the history of Cgtuts+. Today we’re taking a look back at Ivan Krushkov’s “Beginners Guide To UDK”. This tutorial was originally published back in September of 2010, and is great for anyone interested in learning how to work with UDK and game engines. So if you missed it the first time, why not check it out now.


This entry is part 1 of 5 in the Ivan Krushkov Session
UDK – Creating Events With Unreal Kismet

UDK – Creating Events With Unreal Kismet

Today we’ll delve into UDK’s Kismet and take a look at developing Events, what they are, how we can create them and how we can manage them. You’ll learn how to create and manage nearly every type of Event in UDK in order to be able to build complete, complex and fully scripted levels starting with the simple level we’ll be creating in this tutorial.

The Complete View-Model Tutorial – Day 3

The Complete View-Model Tutorial – Day 3

This entry is part 3 of 3 in the series Complete View Model

Follow artist Ben Henry as he guides you through the creation of a Team Fortress 2 inspired view-model weapon for use in Valve’s Source Engine. In Day 3, Ben shows us how to compile the axe model directly into the source engine. This four part series is a great starting point for any artist interested in game development or creating their own mods!

The Complete View-Model Tutorial – Day 2

The Complete View-Model Tutorial – Day 2

This entry is part 2 of 3 in the series Complete View Model

Follow artist Ben Henry as he guides you through the creation of a Team Fortress 2 inspired view-model weapon for use in Valve’s Source Engine. In Day 2, Ben moves into Photoshop and shows us how to create hand painted textures for the axe model. This four part series is a great starting point for any artist interested in game development or creating their own mods. Let’s continue!

The Complete View-Model Tutorial – Day 1

The Complete View-Model Tutorial – Day 1

This entry is part 1 of 3 in the series Complete View Model

Follow artist Ben Henry as he guides you through the creation of a Team Fortress 2 inspired view-model weapon for use in Valve’s Source Engine. In Day 1, Ben will start the project off by modeling and Uvmapping an Axe for a TF2 character in 3D Studio Max. This four part series is a great starting point for any artist interested in game development or creating their own mods. Let’s get started!

A Comprehensive Beginners Guide to UDK – Day 5
basix

A Comprehensive Beginners Guide to UDK – Day 5

This entry is part 5 of 6 in the series A Comprehensive Beginners Guide to UDK

In the fifth part of this brand-new new tutorial series, Ivan Krushkov continues to walk us through the Unreal Development Kit (UDK). After covering the interface, BSP brushes, lighting, static meshes, physics, the matenee editor , AI Paths and particle effects in previous sections, today we look at how to export static meshes and materials from Maya to the UDK, and also how to create custom materials and textures inside the UDK itself. Let’s get started with the final part of this awesome series…

A Comprehensive Beginners Guide to UDK – Day 4
basix

A Comprehensive Beginners Guide to UDK – Day 4

This entry is part 4 of 6 in the series A Comprehensive Beginners Guide to UDK

In the forth part of this brand-new new tutorial series, Ivan Krushkov continues to walk us through the Unreal Development Kit (UDK). After covering the interface, BSP brushes, lighting and static meshes in previous parts, today’s tutorial continues our look at using physics, the matenee editor and particle effects, as well as how to make AI paths to place bots inside the level. Let’s get started…

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