Technical Artist

Making art perform better


Tutorials
This is the start of a tutorials page that I am going to working on. I have plans to go over all of the PhysX code I have figured out as well as an in depth tutorial on tinting in unreal and maybe if time permits or I get a clone I will go over how I made a Total Conversion. If work keeps going how it is this might happen sooner than later but we will see what happens and I will add what I can when I can.

I am going to transfer a lot of the crucial information from the work in progress page over here in a format that allows for easy trouble shooting.

Gold Material:

This is the basic material setup for making a gold like shader with Unreal's material editor. This setup uses a
Texture Cube environment map in combination with a reflection vector to make the gold seam to reflect the environment that it is in. The actually gold color its self was achieved using a ConstanV3 multiplied by the the Texture Cube map and feed into the Diffuse and Specular inputs.

Right-Click view to get a larger version


Please note that  this gold was made with textures that can be found in the Engine Materials package and was built purely to show how to setup a gold shader. The gold will look much better if you get the textures used for the Texture Cube from your actual level.
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