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Unreal Engine 3 (GOW/UT3) Tutorials
UE3 FAQ:
Frequently asked questions regarding UE3 (including UT3 and GOW).
Material Editor Basics - Part 1:
Basic introduction to the new material editor plus examples on how
to set up some of the most common materials.
Material Editor - Part 2:
More material examples, slightly more complex.
Material Editor - Part 3:
Complex material examples such as Cel Shading, a material based Distance Fog, and Vertex Color Texture Blending.
Material Editor
- Expressions: A list of all available material expressions
and their use plus a short introduction to the math behind a material.
Material Editor - In Depth
- Water Outdoor: Advanced material tutorial on how to create a large outdoor
water surface.
Material Editor - In Depth
- Water Indoor: Advanced material tutorial on how to create a small indoor
water surface.
Material Editor - Triggering Materials: How to change a material in real time plus basic Instanced Material example.
Terrain:
How to create a Terrain in the engine, control the LOD'ing, paint materials, and bump up lighting quality.
Foliage and Deco Layers: How to add Foliage and Deco Layers to a terrain in UE3.
The Foliage Volume:
How to randomly scatter objects around on any type of surface.
Adding Water To A Level:
How to add a body of swimmable water to a level.
Moving Geometry Basics:
How to make an elevator, a simple loopmover, a continuously rotating mover, and how to attach one mover to another.
UE3 Modeling - Basics:
How to prepare a mesh for the engine, how to export and import it, how to batch export, and how to set up collision.
UE3 Modeling - Advanced:
Common questions/answers, and advanced tips on mesh optimization within the engine.
Sound in UE3:
How to add sound to an environment, plus the use of the Sound Cue editor explained.
Streaming Basics:
Basics of streaming and the various way of setting it up.
Physics:
How to apply physics to a model in UE3.
Real Time Reflections And Cameras:
How to create a real time reflection or camera..
Fog: An extensive look on fog in UE3. Distance fog, fog volumes, fog planes, animated fog, and so on.
Particle Editor Basics:
Basics of the Cascade particle editor plus a smoke particle example.
Decals: How to use the Decal Actor in UE3.
Lightmapping Meshes In The Editor:
How to set up lightmapping on a mesh.
LightFunctions:
What LightFunctions are and how to make one, plus an example of how to create a searchlight effect..
The Final Touches: How to add a music track and a preview screenshot for the menu to your UT3 level, and how to configure the ini file, plus a sample readme file.
The Making of Krodan:
A simple tutorial showing the evolution of Krodan, an all custom content UT3 DM level.
The Making of The Spire:
A simple tutorial showing the evolution of The Spire, a Gears Of War multiplayer level.
Games Industry Articles - Universal
The Pros And Cons: An example extract of my book
"The Hows and Whys of the Games Industry".
The Interview:
A lighting example extract from my book "The Hows and Whys of the Games Industry".
Design/Art Tutorials - Universal/Any Game
Texture Tutorial: Things
to keep in mind when texturing a level.
Photoshop Texture Tricks: Random Photoshop tricks, focused on texture creation.
Source Photos For Texturing: Random tips on how to take good source photos to create tiling textures of.
The fundamental basics of level gameplay
+ multiplayer floorplans: An example extract of my book
"The Hows and Whys of level Design" explaining the basics
of gameplay and floorplans in multiplayer.
Understanding game environment lighting:
A lighting example extract from my book "The Hows and Whys of Level
Design".
Technical/Misc. Tutorials - UT/UT2004/Other
Cave Modeling: Step by
step pictures of how the cave from DM-Sae was modeled.
Vertex colors Texture
Blending: 3DSMax and Unreal Engine tutorial on blending
textures on a static mesh using vertex colors.
Vertex Lighting basics: The workings of vertex lighting in games
like UT2004.
Mesh rendering:
How many game engines draw and calculate meshes in an environment
plus the importance of materials.
Occluders and Zoning: Correct use of occluders and the
principle of zoning. Mostly focused on Unreal Engines games.
Semi Solid brushes: The
way Semi Solid brushes work in the Unreal Engine. Primarily aimed
at Unreal Engine 1 and 2, slightly useful for 3.
BSP Errors: BSP problems
and errors. Their causes and their fixes. Mainly aimed at Unreal
Engine 1 and 2, but also useful for 3.
The Making of Horean: A very simple picture gallery of the progress of the level Horean, an Unreal Tournament level using nothing else but BSP.
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