Monday, January 3, 2011

Dongbo Sun Concept

The concept for this robot was done by a fellow classmate of mine Dongbo Sun. As with every project I ran in to several problems. Firstly I was unable to import the robot as one unit so it was imported in parts. When it was imported as one unit, the imported model was severely corrupted. Another issue I did not anticipate was the lack of free motion on the robot's shoulders and legs, limiting the positions that he can be posed. The final image is the best pose that I could have conjured up. Like the other renders that contain real-time reflections, I was unable to get the reflection to show when using `tiledShot`. In addition that the colors were off and it maybe due to the `tiledShot` ignoring some of the Post Process features. Here are the two images created. One was generated as a screen shot, the other using `tiledShot`. Here is the link to the UDK files. LINK


Taken as a Screenshot


Taken using `tiledShot`

Sunday, January 2, 2011

Alex Brockel Concept

This is Project 2 which is using the concept art of Alex Broeckel. For this one I played around with varying shaders but the results weren't up to spec. However, I was able to dip my hands in HLSL for making a custom overlay shader. I also got a bit more acquainted with UDK Post Process Volumes which would be very useful for future projects. For this project, I generated three renders because I was indecisive as to about the look and feel. The three renders are the varying attempts of trying different lighting conditions and effects. Here is the link to the UDK files that were used. LINK

Thursday, December 30, 2010

Project 01 UDK Files

Here is a link to the asset package and the map file for Project 01.

Link

Dan Ghiordancescu Concept

This render is based on Dan Ghiordancescu concept art that I found ConceptArt.org. In addition to that, the images shown here have all been rendered using UDK. I did run into several problems in creating this image. These problems are as follows

  1. Reflections:- The Unreal Engine generally fakes reflections. I used two types of reflection in this image. One is the SceneCaptureActor that uses a plane for reflections and the other is using a 2D image to give the illusion of a reflection.
  2. Anti-Aliasing:- There is still a lack of support for this function in UDK. Even though I have read several posts on forum that some people have gotten AA to work I have been unsuccessfully. On both systems one with an ATI and the other Nvidia, when MSAA is activated, the game in unable to run.
  3. TiledShot:- TileShot is a command that is used to create high resolution screenshots in UDK. The only problem is that it ignores reflections that are real-time.
  4. UV Seams:- UV seams are a major problem for me at the moment. In one instance they are invisible when Full Precision UVs is activated. However, when Lightmass is used the seams are clearly visible. It may be because I am using high resolution light maps and that lower resolution light maps may blur the seams.

The three images shown (1) Screenshot (2) TiledShot 4 and (3) Combining 1 and 2 in Photoshop. All images were resized to 720p.



Image 1 (Screenshot)


Image 2 (TiledShot 4)


Image 3 (Image 1 amd 2 Combined)

Tuesday, December 14, 2010

Tuesday, November 16, 2010

Unreal FruitBowl


Finally I am its completed. The Unreal version of the fruit bowl.

Wednesday, November 3, 2010

Current WIP



This is the current work in progress of the fruit bowl in Unreal Editor.