Tutorials

Basic Concept Tutorials

Visually appealing building guide: In this tutorial, I go through the minor details of real world buildings, showing what makes them work and why.

Vertex welding issues: In Video Games, there is an issue where geometry flickers after it is imported into certain engines. I go over the ways of identifying these issues, and ways to fix them quickly and efficiently.

Asset Creation Tutorials

Complete asset creation process: This tutorial goes from start to finish for the creation of an asset in UT3. Modeling, Uv's, High poly, Textures, LOD..
Texture Density: In this tutorial, I go over the basics of texture density with your assets for any model. There are two basic texturing methods, everything n the '0 to 1, and the more wild, uncontrolled 'random'. I touch on them both quickly.
Normal map creation process: This tutorial will cover everything you need to know about creating normal maps. low poly, high poly, uv'ing, baking normal map texture, mirroring normal maps, photoshop tweaking and much more.
Texturing tutorial of a fire hydrant: In this tutorial, I go through the steps needed in creating this fire hydrant. The base model, high poly mesh baked to low poly mesh, and the break down of the textures are all covered.

UDK Tutorials

(Mobile)

This tutorial goes over the process used to create the skybox used in 'The Solar System: Explore your Backyard'

(General)

UDK: Example Scene (A Room For Testing) This is a scene I am providing for anyone who wants to see a basic room set up in UDK. It is not 'final' but it can give you something to test with and tweak without having to create from scratch (A Room for Testing)
UDK: Unreal Developement Kit: Epic has released a 'free to download' and 'free to create' unreal engine that everyone and anyone can use. This link is here to inform everyone about it, and to link you to the site on where it can be found and a list of new features
UDK: LightMass/Global Illumination: In this tutorial, I go through the steps required to use the new Lightmass addition within UDK and the options that go along with it.

UDK: Screen Space Ambient Occlusion: In this tutorial, I go through how to get Ambient occlusion in your scene, and how to tweak the settings to better achieve an appearance you desire.

UDK: Static Mesh Emissive Scene Lighting: In this tutorial, I go through how to get the emissive channel of a static mesh to light the scene around you.

UT3/UDK: Prefab: A prefab is basically a grouping of different assets into a single node, making it easy to instance and move around. I go through how to set this function up and how everything about it works. VERY handy for game creating.
UT3/UDK: Dynamic Assets: In this tutorial, I go through the steps I used to create a hanging medieval lamp act dynamically when it is hit with an object or gun. How to import it into max, how to set it up, and how to tweak the settings.
UDK: Mesh Painting (Vertex colors) In this tutorial, I go through the new 'Mesh Painting' function and how you can use it to have a single mesh, a single material and have an infinate number of effects such as flickering, animating and timing of animation.
UDK: Advanced Mesh Painting: In this tutorial, I go through an advanced material shader where the painting of vertex colors creates a very dynamically and graphically GOOD looking material.
UDK: Fog / Mist Material: In this tutorial, I go through the process of setting up a mist/fog like material. It is a distorted material placed on a mesh (bsp or polygon)

UDK: Materials: World Position Offset: In this tutorial, I go through one of the many ways you can make use of the 'World Position Offset' variable located in the shader network. In this example, I use this in conjuction with the mist material for better visuals.
UDK: Offsetting the mesh offsets the texture: In this tutorial, I go through the required steps to offset a secondary overlayed texture on your mesh as the mesh itself moves. One asset, one material, massive ammounts of variations.

UT3 Tutorials

UT3: 3Ds Max settings for exporting to UT3: In this tutorial, I go through the steps to set up your 3Ds max correctly so all your assets are to scale, and I go through an understanding of how the scaling reads in UT3.
UT3: Modeling for the UT3 engine: In this tutorial, I go through details of how to model for the UT3 engine and why this method needs to be done.

UT3: Texture importing and settings: In this tutorial, I go over the basics of importing custom textures into UT3, and the settings required for these textures to work the wau you intended.

UT3: Basic materials: In this tutorial, I go through the material editor UT3 uses, and show some tips and tricks to obtain more detailed resluts, plus what to look out for when working on your custom materials.
UT3: Pylon Texturing (Texturing) In this tutorial, I go through more advanced ways to add details in the material editor to push the visual quality of assets.
UT3: Adding Brick variation on large surfaces: In this tutorial, I go through one of the many ways to hide repeating textures in your UT3 materials.

UT3: Adding variation to a repeating texture pattern: In this tutorial, I go through one of the many ways to hide repeating textures in your UT3 materials.

UT3: Using materials wisely: In this tutorial, I go through what is required to minimize the shader and texture footprint by recycling shaders, even if it's only a certain section of the geometry that needs a material change. Recycling.
UT3: Escalator material (Bump Offset) In this tutorial, I go through a method to create an escalator through the material editor that is animated and deforms as it heads up or down but levels out at the top and the bottom plane.
UT3: Reflective Water: In this tutorial, I go throughthe necessary steps to create a reflective water material. This will require the world to be rendered out twice so it is a little more costly, but gives a much more believeable look.
UT3: Vertex Blending Variation method: In this tutorial, I go through the the basics of vertex color blending, but it is primarily for adding variation to the transition so it is not a straight gradiant but rather uneven, and either hard or soft.
UT3: Specular highlight and normal issue (visual) In this tutorial, I go through a big problem found with some assets where it appears like the specular highlights are screwed up after the lights are baked. I will provide you with a solution to this problem
UT3: Modular building and grid snapping: In this tutorial, I go over the importance of both modular building and grid snapping, how they work, and why they are a very good habbit to get into using.
UT3: Basic outdoor lighting 1 of 2: In this tutorial, I go through the steps needed in creating a lighting setup in UT3 for an outdoors scene.

UT3: Basic outdoor lighting 2 of 2: In this tutorial, I extend the details of the first tutorial. This time I will be lighting a very simple scene in Unreal.

UT3: Animated cloud shadows in UT3: In this tutorial, I cover the basics on setting up a light material which simulates the animation of cloud shadows in UT3

UT3: Vertex VS Lightmap shadows: In this tutorial, I go over the difference between vertex shadows and lightmap shadows, how to set your mesh up for lightmap, and what different settings look like.
UT3: Vertex Shadow tweaking: In this tutorial, I go through an issue you may come across when importing your own assets into the Unreal Engine, and how to fix it.

UT3: Decals: In this tutorial, I go over the basic settings to keep in mind while creating decals, and how they can be used in your levels.

UT3: Foliage Factory: In this tutorial, I go through the 'Foliage Factory' inside UT3. This handy little tool can snap assets on other mesh and randomise the rotations, allowing for quick and easy placement of grass, stones, and other small props.
UT3: Distortion - Refraction: In this tutorial, I go over the distortion options in UT3. How to set it up, and what to look out for.

UT3: Post Processing: In this tutorial, I go through the ins and outs of the post processing options, showing every piece of it that I can, and explaining them as in depth as possible.