Welcome to the second part of my tutorial about making a rock arch and then preparing the model for use in game engine. In this part of the tutorial I will cover how to import and visualize your model in UDK (Unreal Development Toolkit: www.udk.com
).That's the mighty Unreal engine, which is now free for the masses - thanks Epic!
I will show you how to import the model, assign the materials to it and render the scene at the end. For deeper exploration of the Unreal engine I would recommend visiting the Eat3D website that I mentioned in part one (http://eat3d.com/
). The videos there are professional; I have some of them too. Raven's YouTube channel is full of good free videos too (https://www.youtube.com/user/raven67854#g/u
).Â The UDK site itself contains plenty of documentation and over 170 videos about the engine.
So let's pick up where we left off in part one and begin!
Go to 3ds Max, open your scene with the arch and export the model in ASCII Scene Export (.ASE) format. If your maps' names have spaces, for example "normal map" then rename them to "normal_map" or "normalmap" etc.
Then it's time to download and install UDK from www.udk.com
Start UDK. You will see a window that opens when UDK start. That's the content browser.
If you close the window you can start it again from the tab menu. The content browser has a bunch of options: import, export, organize, search etc. You need to import your files, so click Import and find your ASE file. In the import window that appears, name your group "Meshes" and click OK (Fig.01). Next click Import again and select your Diffuse map and Specular map (if you have one). In the Import window name the group "Textures" and check Compression No Alpha? because in this case you don't have an alpha (Fig.02).
Now import your normal map in the same way, but in Import > Compression Settings select TC_NormalMap. Again check Compression No Alpha?, name the group "Textures" and click OK (Fig.03). Right click on the gray field in the content browser and select New Material from the menu (Fig.04).