Ultimate Terrain Creator!

February 17th, 2010

Terrain creation is one of the things I haven’t found much in the way of tutorials for … so here goes.

By following this tutorial you can create some very realistic and detailed terrain height maps in a very short amount of time. I’m going to show you just one of the many ways in which you can go about doing this.

You will need “Terragen”, a realistic terrain generation software which I have used for this tutorial. There are other terrain generations tools that you could use that may even do a better job. However I like to use Terragen because it is quick and dirty.

You can download it here.

You will also need G16ed conversion tool for exporting your height map to a 16bit bitmap image that Unreal uses for height maps.

You can download it here.

Terragen allows you to export your height map out as a 16 bit raw which can be imported straight into G16ed and saved directly to 16bitmap and your almost done. However I have added a few extra steps for creating larger and more detailed terrain.

Basically I want to create an expansive realistic mountain range for my level. My first problem is the free version of Terragen only lets you create height maps with a maximum resolution of 512. Obviously not enough for my purposes. In order to combat this I generate 4 separate 512 height maps all with terrain of epic proportions. I later join all four of these maps together into a 1024×1024 map. This gives me 4 a height map with 4 times more detail.

Here is a basic overview of the steps that are described in the tutorial.

Step 1 – Generate 4 realistic terrain height maps using terrain generation software

Step 2 – Export and open heightmaps in image editor (GIMP, Photoshop)

Step 3 – Join the 4 height maps into one larger one

Step 4 – Save out completed height map and convert to G16 bmp

Step 5 – Import you height map into your level and scale your terrain to the proper proportions

*The following tutorial can be continued here.

Need Help With Unreal Tournament?

February 14th, 2010

I found this site to be very useful. There are tutorials for modeling, texturing, importing, scripting, and even downloads for awesome plug-ins. I got stuck with kismet and found this site through searching. I hope it can come in handy for you as it did me!

01/14/10

January 14th, 2010

The new year is here and so is another quarter. Personal projects will have to wait until the end of it, I am afraid… Although, school work will be posted.

About Texture Baking

November 29th, 2009

Want to render this awesome animation with all this awesome lighting, but the render time is so so that you could make an identical 2D animation of it in the time allowed?   Well then, consider texture baking.

“What is Texture Baking” you ask? Texture Baking is a way to render out multiple materials & shaders to a single texture, which can include scene lighting and shadows and complicated materials. If the scene is static, its an excellent way to get high quality lighting and texturing for real-time games.Why is this such a big deal?Baked in maps add a level of detail that comes closer to photo-real, plus it looks cool as hell!

Now, there are a few different ways to do this.  You can download the plugin for texture baking here, or go here for a tutorial.

I am posting this because I rendered an animation with mental ray, and it took a full day to render, then crashed on me right at the end.  So I looked up how to bake textures, and it took 6 hours instead of 26, and didn’t crash!  I hope that this will help you one of these days when facing the dreaded render button with a scene full of lights and other add-ons.

Happy Thanksgiving!

November 26th, 2009

Just because there is a break, make sure you do not slack off!  As for me, I have been working the day away with both new and old projects, along with my own homework.  Make sure you don’t stuff yourselves sick with turkey and pie.  You’ll feel it in the morning when you go back to work. ;)

When does photosourcing it become copywright?

November 12th, 2009

To be honest with you, in this industry, I have no clue. I ask this because I used a wood texture for the walls of a concept piece, and I know of people who just cut and paste a scene together and call it finished.  But when does that cross into copywright?   Any thoughts?

Unity for Free!

November 9th, 2009

Previously a $200 video game engine for PC and Xbox360, Unity Technologies has stated that since this version of Unity is only generating a small portion of its revenue, they have desired to release it for free.  The Pro version of Unity remains at $1,500.

Read the full article here.

Skinning In Max

November 6th, 2009

So we started skinning our characters in 3ds Max today, and I think I’m getting the hang of this. Sure, we had to skin our characters in Low Poly Modeling & Animation, but this class is dedicated to the rigging process. I spend twenty minutes trying to fix the knee on my humanoid, and the instructor comes around comments on my knee, saying that it was ‘carry accurate’. Of course, that made me real happy, and here I am trying to get this all skinned for class next week. I don’t think that this will be a problem, since all I do is homework anyway, haha.

Free Unreal Engine 3 Dev Kit

November 5th, 2009

Yea, you read that right. Unreal. Engine. 3. Free.

Epic Games has announced a free PC edition of the Unreal Development Kit, also allowing non-commercial Unreal Engine 3 games to be released for free and detailing new royalty-based engine licensing.

The free tools, which Epic call the Unreal Development Kit, is available to anyone with interest in exploring 3D game technology, from professionals to students and hobbyists. Those users will also have access to documentation and resources on an official website — which also offers information on how to license UE3 commercially.

Developers can now release UE3-powered games for free, which will be particularly popular with non-commercial mod projects. (Link HERE)

Back to Work!

October 21st, 2009

Ok, so this site may not be 100% finished, but I don’t care. I’ve begun to get back into using my free time to work on my own projects, instead of reading all day and playing video games on my computer. I only have a year left of school and I need to get back into the habit.

So I started up a new project today, and have gotten pretty far. I am painting (in Photoshop of course) a male bust. I am learning muscles in my Anatomy class, so I am trying to see how much of it I have picked up and how knowing the muscle system can help ones work. So far, I am getting amazing results. As soon as I get my gallery working, I will post a WIP image.