Real-Time Aging and Decay for Games in UDK and Photoshop
In this tutorial we will discuss creating a damaged and worn asset from a new asset and control a real-time transition between the two states. Software required: UDK(2012-10),Photoshop CS5, Maya 2012, Ndo2, xNormal, ZBrush 4R4 .
What you'll learn
In this tutorial we will discuss creating a damaged and worn asset from a new asset and control a real-time transition between the two states. Condition, damage, and aging of materials is important to understand for each asset an artist makes. Not only should they understand how the object was created when new, but also how the build-up of wear and damage will effect the objects surfaces and edges. By the end of this training you should have a better understanding how to approach creating aged and decayed assets for games. Software required: UDK(2012-10),Photoshop CS5, Maya 2012, Ndo2, xNormal, ZBrush 4R4 .
Table of contents
- Overview of Assets and Importing Assets into UDK 11m
- Sculpting Detail to the Damaged Mailbox Metal 8m
- Continuing to Sculpt Detail to the Damaged Mailbox Metal 9m
- Sculpting Detail to the Damaged Mailbox Wood 8m
- Baking Damaged Normal Maps from High Poly Meshes 4m
- Compositing and Importing Damaged Normal Maps 9m
- Creating the Damaged Diffuse Map 9m
- Adding Detail to the Damaged Wood Texture 9m
- Adding Detail to the Damaged Metal Texture 14m
- Masking Rust Layers 11m
- Adding Dirt Layers 6m
- Creating the Damaged Specular Texture 16m
- Creating a Transitional Lerp 6m
- Camera Setup and Material Instance Control 6m
- Using a Texture for Transitional Effects 7m
- Creating a Transitional Map 4m
- Transitioning the Wood and Metal Separately 5m
- Creating Blend Shapes in Maya 8m
- Importing Skeletal Meshes into UDK 8m
- Closing and Recap 10m