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Making and Preparing a Rock Arch for a Game Engine: Part Two

By Dimitar Tzvetanov
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Date Added: 10th March 2010
Software used:
3ds Max, Photoshop, ZBrush

Enter "Materials" in the group field and click OK. Double click on your new material. This will open the Unreal Material Editor. On the right are your nodes. You need the Texture Sample node. Select it and drag it to the field on the left (Fig.05). One nice thing here is if you select a map in the content browser and then select and drag your node, the map will already be inside the node.

Fig. 05

Connect all your maps to the appropriate slots, as is shown in Fig.06, and save the changes with the green check icon. With Ctrl + left click you can move the nodes.

Fig. 06

Now your new material appears in the content browser. Double clicking on the mesh in the content browser will open the Unreal Static Mesh Editor. Expand the LODInfo menu and with the selected material in the content browser, click the green arrow. Now you will see your mesh ready (Fig.07).

Fig. 07

Drag the object from the content browser to the scene (Fig.08).

Fig. 08

Add some lights. Right clicking in the viewport will open the menu. Select Add Actor > Add Light (Point) (Fig.09).

Fig. 09

I have two lights. One red in the back and one blue in front. To access a light's properties, double click on the light, or hit F4. Expand the light tab and here you have many options. Select the color of your choice by clicking the icon next to the light color bar. Adjust the intensity etc... (Fig.10).

Fig. 10

The last step is to build your level. Select Build > Build All and wait for Unreal to compute (Fig.11).

And voila, everything is done and you have a nice rock arch. Hit the G key to hide your helpers if you want (Fig.12).

Fig. 11

Fig. 12

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