They acknowledged that at their GDCE presentation this year, although not in the foreseeable future, certainly not before UE4 games are out.Since this thread was bumped, I'll note that there has not been a new update since July. I am hoping this is because Epic has been working hard on moving closer to a UE4 UDK.![]()
Programming is WAY harder, they use their own proprietary scripting language UnrealScript which is all sorts of fucked up. At this stage I would wait for the UnrealEngine4 SDK because they have ditched UnrealScript in favour of C++ and is a lot easier to use.Probably been answered before, but how hard is it to transition from knowing Unity to UDK?
Since this thread was bumped, I'll note that there has not been a new update since July. I am hoping this is because Epic has been working hard on moving closer to a UE4 UDK.![]()
For the most part I would assume so. You might find some free resources on the UDK forums, but otherwise I believe 3D environment artists have to make the resources for their portfolios, which is perhaps one of the biggest obstacles for making UDK stuff. Just having UDK skills alone presumably isn't as good as being a good 3D artist who can also use the UDK to show off their levels.Maybe my google fu is terrible. I can't seem to find any kind of material or static mesh bundles online. Do I have to learn 3ds max or maya as well if I want to make levels/environments that aren't based on the mostly metal UT3 meshes that come with UDK? :S I barely have time to grind UDK skills for a portfolio as it is![]()
You might be right. I would assume there're dedicated level designers and separate graphics designers on bigger projects though, right? I don't think there's enough time for one person to do both static meshes and tweak level layouts in a hot project. We had separate teams for that even during our small 15 man school projects. I'll check up on the forum though, good idea. I literally have hundreds of potential graphics designers around me that I can ask for help too, so I'm looking into that as well.For the most part I would assume so. You might find some free resources on the UDK forums, but otherwise I believe 3D environment artists have to make the resources for their portfolios, which is perhaps one of the biggest obstacles for making UDK stuff. Just having UDK skills alone presumably isn't as good as being a good 3D artist who can also use the UDK to show off their levels.
Take a look at the works in progress forum and released projects forum on the UDK site for some possible examples on portfolio stuff.
I messed with Blender some but 3D art takes practice.![]()
Yeah, I don't mean to be a jerk, and I think I"m just trying to say two things:You might be right. I would assume there're dedicated level designers and separate graphics designers on bigger projects though, right? I don't think there's enough time for one person to do both static meshes and tweak level layouts in a hot project. We had separate teams for that even during our small 15 man school projects. I'll check up on the forum though, good idea. I literally have hundreds of potential graphics designers around me that I can ask for help too, so I'm looking into that as well.
Bumping this topic as I am starting to make a DM-style map in UE3 for a class assignment. I haven't done anything with UE3 yet, but the guy I am making the map with has already done some groundwork / showed me the basics so I guess that speeds up things a bit. And 3 years of 3dsMax exprience helps too hopefully.
Has it been confirmed that we'll be seeing a UE4 UDK at all? Would be awfully nice.
I didn't know that they ditched UnrealScript, either. Sounds like a good call.
Please post WIP screens for us!
If I recall correctly, some of the demo videos had "Unreal Development Kit 4" or similar wording at the top of the development windows, but no, I don't know of any official word for if/when it would come out. I think the general opinion is that it will not come out until after a couple of games have been released with UE4, though I'd love for it to happen earlier.Idk if it's confirmed officially, but it's guaranteed to happen. It was a brilliant move with UE3.
If I recall correctly, some of the demo videos had "Unreal Development Kit 4" or similar wording at the top of the development windows, but no, I don't know of any official word for if/when it would come out. I think the general opinion is that it will not come out until after a couple of games have been released with UE4, though I'd love for it to happen earlier.
Oh man, I wish. I'd -like- to think that even if the released UDK4 before any major games release, indie devs and modders could make some awesome things with it that would draw attention to the user. As it is, I feel like UDK community may be pretty stagnant, since I suspect some people may wait on the new version to start major projects, and there hasn't been an update to the older version in months.If they were smart they would release it on Christmas for everyone. For science.
I will hopefully work this weekend on a simple and newbie-friendly tutorial for creating an environment in 3D Studio Max and then bringing that to UDK
Scifi is perhaps the most common UE3 environment, so I would say that cityscape, fantasy, or landscape would be awesome, especially if it's a way to escape the common "UE3 look" complaint. The Japanese architecture mentioned above is cool, for instance.BTW, I will hopefully work this weekend on a simple and newbie-friendly tutorial for creating an environment in 3D Studio Max and then bringing that to UDK, setting up some simple lighting and being able to move around.
I will divide it in a few parts I think, one being the first rough model in 3DSMax and exporting to UDK, also the basic lighting setup that I use. Then another tutorial for some extra stuff like lightmaps, basic materials and if I have enough time, also improving the visuals.
I still don't know what kind of environment to do though, so if you guys got any ideas... I don't care whether it's futuristic, fantasy, cityscape or landscape... If you guys have some conceptart you like and wanna suggest it, feel free to post a link to it.
I haven't touched 3DS max or UDK in so long.............makes me think perhaps I won't go back to them. But i got a few old 3ds max mock levels I wouldnt mind learning how to put em in UDK so this will be nice if you put a tut together.
As for environments, I like this modernized Japanese architecture from Dreamfall.
Scifi is perhaps the most common UE3 environment, so I would say that cityscape, fantasy, or landscape would be awesome, especially if it's a way to escape the common "UE3 look" complaint. The Japanese architecture mentioned above is cool, for instance.
Can you quote that pic? It's kinda big...Working on a Unreal Engine 1 map, hope this is the right place to post
Concept art may be more difficult...how about a more stylized or fantasy scene then, like Miyazaki architecture? Castle in the sky: http://www.oocities.org/dreamcatcher_chan/laputa.jpgGotcha. Do you guys have any other suggestion just in case? Living in Japan, one sorta gets kinda tired of that type of architecture. Also it doesn't really show much so it could be kinda boring...
If you guys don't post any other concept art (landscape, cityscape, scifi or fantasy doesn't matter) I guess I'll go with that one.
Concept art may be more difficult...how about a more stylized or fantasy scene then, like Miyazaki architecture? Castle in the sky: http://www.oocities.org/dreamcatcher_chan/laputa.jpg
Like, that big candy-looking tower someone made in UDK. I'd suggest castle/fantasy landscape also, like Lord of the Rings, but that's probably been done a bit in UDK already.
Support for iOS 6
The engine now builds using iOS SDK 6.0 by default.
The minimum supported iOS version is now 4.3.
Support for Retina display
Support for iPhone 5 and 5th-generation iPod touch
Optimizations for the new iPad mini and 4th-generaton iPad, including the A6X processor
Improved Primitive Tracking
Track Primitive modes, which allow stepping through individual rendering primitives, are now exposed as console commands and also support mobile devices.
This is useful when attempting to debug a single draw call and when measuring the performance of a subset of draw calls.
Clean Starter Project Tool
Developers now have the option to start with a “clean” project with bare minimum code and content upon install.
This is a great way to begin development of a new game from scratch!
Bonus: Free Epic Art Tool
Developed by Epic Games Senior Environment Artist Warren Marshall, Carapace is a simple, standalone app that lets you place vanishing points around an image placeholder to flesh out the shell of your drawing. Download it here! [link on page]
Slow progress, have done some basic sets (walls, corners, steps, railings, windows) etc. in 3dsMax and today I revamped my theme (again) from clean futuristic to post-apocalyptic futuristic if that makes any sense heh.
So much to learn. I need to make some trim materials and trim pieces/something to break it from being too tiled too but no idea what.
Try to avoid large detail like those white scratches from the stuff that will get tiled alot. To break up the repetition you can also use decals and vertex paint.
Didn't read the whole tread so I don't know if it was posted before, but if you haven't seen this tutorial on modular stuff it might be helpful.
http://www.thiagoklafke.com/modularenvironments.html
End result:
http://www.thiagoklafke.com/zestfoundation.html
You can paint part of the mesh, however vertex paint is dependent of vertex count, so if you're using just a simple quad plane, you won't have enough of them to properly supporting that paint. These 2 pics demonstrate it. On the left is a simple quad, while on the right you can see in wireframe that it;s much more dense plane (it's even overkill, but serves just for better explanation).
Like it can be seen on the pic, simple plane with 4 verts isn't enough to isolate the effect to a specific area.
I've really used them mostly for stuff like giving some variation to the ground by blending 2 textures, but from what I've seen on that page he used it to add color tint. If you don't want to add additional polys there, you can always mask out with texture certain parts of the mesh you want to tint and do essentially the same at the expense of using additional texture channel or a texture. So vertex paint is cheaper to use if you have enough geo, but for a simple plane you wont have enough to support it.
I've haven't done much textruing so tons of stuff to improve there, but when I started I watched this tutorial. First time I watched it though i really didn't know how to work in PS, so it's recommended that you have some basic knowledge of it.
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/
There are more links on this Polycount wiki page for:
http://wiki.polycount.com/TexturingTutorials
mine:
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midday-lightning template
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