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“The Essential Beginner’s Guide to Getting Started with UDK©: 150+ How-To Techniques, Tips
and Insight”
No part of this document or the related files may be reproduced or transmitted in any form, by
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World of Level Design™ are trademarks of World of Level Design LLC and Alex Galuzin
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About The Essential Guide to Getting Started with UDK Guide………. Page 05
Section 01:
30 Quick Steps to Getting Started with UDK………………………………... Page 08
Section 02:
18 Tips on Mastering BSP Brush Geometry Construction………………. Page 25
Section 03:
21 Tips to Using and Improving Static Mesh Workflow for Environment
Construction………………………………………………………………………..…… Page 35
Section 04:
15 Ways of Texturing Your Environment………………………….…..…….. Page 48
Section 05:
16 Tips to Improve Your Lighting with Exterior and Interior
Environments………….…..…………………………………………………………… Page 60
Section 06:
9 Ways on How to Use Fog in Your Environment…….…………………… Page 76
Section 07:
8 Tips to Using Skies Within Your Environment…….……………………… Page 82
Section 08:
10 Ways to Improve How Your Environment Looks with Post
Processing…….…………………………………………………………………….…… Page 90
Section 09:
34 Tips and Advice on Getting Started, Using and Creating Better
Landscapes…….…………………………………………………………………….…. Page 102
Section 10:
The Ultimate Beginner's Guide to Environment Construction
with UDK…………………………………………………………………………………. Page 131
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The following is The Essential Beginner’s Guide to Getting Started with UDK©.
It features 128+ pages and 150+ techniques, methods, insight, tips and
advice on how to use UDK to get started.
The book contains a lot of information that is straight to the point and gives you
a good overview of tools, interface, texturing, using Static Mesh, skies, fog, post
processing, lighting, landscape and methods constructing environments with
UDK.
Returning to UDK: Those who have taken some time off from UDK and want
to quickly jump back to using it without spending much time going over tutorials.
This guide will get you back up in no time.
You may find this guide helpful with few shortcuts and additional information to
speed up your workflow.
If you enjoyed the content in this ebook, please submit any feedback and
reviews to support@worldofleveldesign.com
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If you want to learn more in-detail and how to steps of each process of
constructing a game environments from beginning to end using UDK, see this full
series, UDK The Foundation.
This extensive series will take you through the very beginning of learning UDK to
a workflow of constructing a game environment using default assets. You won’t
need anything else other then a free version of UDK and “UDK The Foundation”
series in order to follow the material.
Click here to visit UDK The Foundation page for full details...
(http://www.worldofleveldesign.com/store/udk-the-foundation.php)
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Downloading UDK
Download and install UDK from
here:
https://www.unrealengine.com/
products/udk/
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Use one of the four default map templates that come available with
UDK. These templates are pre-set for you with lighting, skybox and fog for
a specific time of day. They allows you to quickly start testing or creating
something in UDK.
You can also open already existing map file; File Open
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C:\UDK\UDK Version\UDKGame\Content\Maps\UT3
C:\UDK\UDK Version\UDKGame\Content\Maps\Showcases
C:\UDK\UDK Version\UDKGame\Content\Maps\Mobile
You can use the example files to look around at how game environments were
constructed by Epic.
Reverse engineering the process is one of the quickest way to learn how
something was done.
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.UPK: is a package file that will contain assets to be used in your map
such as textures, materials, 3d models (Static Meshes), audio etc
.UDK: is a map file that you will work on inside the editor
Build to Scale
Build everything to scale and correct proportion. You must do this at the very
beginning of the project, otherwise you’ll cause a domino effect where
everything you create will be disproportionate and will not be to proper scale.
Follow these steps to insert a skeletal mesh for the purpose of scale reference:
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Select the Skeletal Mesh you want to use, then Left-Click and drag from
Content Browser into perspective viewport
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Use these values as a starting point but know that these values can be modified
to fit a specific project and you may need to adjust them based on the game and
the environment you are creating.
Note: when you play in editor without setting any gametypes, default first
person view will appear to be taller; to fix this you will need to access World
Properties and use any of the gametypes such as UTGame, DM, CTF etc that will
match 96x32x32 character scale. We’ll cover this in a bit.
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3. Play This Level in Editor Window from Man Toolbar; this option requires
you to have a player start in your level
In perspective viewport Right Click in Your Level (on any ground plane
object) and choose Add Actor Add Player Start
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Choose any of the following for Default Game Type and Game Type for PIE
(Play-In-Editor):
UTDeathmatch
UTCTFGame_Content
UTTeamGame
Utgame
UTVehicleCTFGame_Content
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Perspective:
W and S = Move Forward and Back
A and D = Move Left and Right (Strafe)
Hold Right Mouse Button and Move = Look Around
Hold Left Mouse Button and Move = Move Forward and Back
Hold Right+Left Mouse Buttons and Move = Move Up/Down/Side-to-Side
Orthographic (Top/Side/Front):
Hold Right or Left Mouse Button and Move = Pan Around (Orthographic
Viewports)
Hold Right+Left Mouse Buttons and Move = Zoom In/Out (Orthographic
Viewports)
The rest are more for specific to lighting, shaders and optimization.
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Shift+Move Objects
If you press and hold Shift while moving an object, this will lock and move the
camera along with that object.
Enable ‘Allow Translucent Selection’ icon at the top toolbar will let you select
objects that contain a translucent material.
Position the camera where you like it then press Ctrl+1 or Ctrl+any
numeric value (0-9)
At any time to recall that camera position press 0, 1, 2, 3-9.
Grid Snapping
You always want to build and construct your environment (assets and brushes)
that are aligned to the grid. Keep Snap to Grid Option enabled and only turn it
off for minor detail work.
Keep the grid size to manageable values. When you first start working, use
larger grid size to block everything in (32-128) then lower it down to (4-16) as
you get down to detail work.
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Change your grid size using Bracket Keys [ ] or use drop down menu on the
bottom right panel.
World coordinates reference the entire world and XYZ direction does not change;
local coordinate references the object itself. This causes problems when you are
using Geometry Mode and working with BSP brushes.
You may not use Reference Coordinate System set to Local very often, but
reason I mentioned this because it is very common to enable it by accident.
So if you are working with BSP brushes and you notice that reference coordinate
system is off when you are moving vertices or faces, switch back to World by
using the drop down menu or pressing the Tilde key.
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Set Kill Z
Kill Z setting will destroy the player when they fall outside your world. For
example, if the player falls down a cliff, Kill Z value will make sure that when
they reach a certain depth, they will be automatically killed.
To set this go to one of the side views (Front or Side) for better view. Next, go
to:
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Negative value will move the red line that you see in Front or Side view to
be below the world
Build Options
Anytime you want to see what your environment really looks like, you will need
to use Build function. UDK does a very good job previewing lighting and
geometry but you still need to Build to see final results.
Build options are located at top toolbar menu and are as follows:
Build Geometry: builds bsp geometry brushes
Build Lights: builds lighting
Build Paths: builds path nodes (for AI)
Build Cover Nodes: builds cover nodes (for AI)
Build All: will build geometry, lighting, paths and cover nodes.
You will be using this menu to Build your environment and see what it really
looks like.
Most Basic Set Up for a Functional Environment
Here are the bare essentials in order to have a functional environment:
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Ground plane
Light
Player Start
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In the Brush Builder menu you can choose various settings such as height,
radius, step height etc for that object. Change some property in the Brush
Builder menu and hit Build to see the preview.
Once you have the shape you like, you add or subtract that brush into your
world. Remember, the red builder brush is just a template that you use to define
the shape which you can then add them into your level as a brush.
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Lit Mode:
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You can also change how BSP brushes are selected by going to
Preferences Clicking BSP Selects Brush:
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Hold Alt+Left Mouse Click and Drag= Duplicate (brushes, static meshes
etc)
This method works for duplicating (brushes, lights, static meshes) inside UDK.
Geometry Mode
Geometry Mode (Shift+2) is very useful to
help you block in layouts using BSP Brushes.
It is one of the fastest ways to manipulate
brushes and update your geometry.
Geometry Mode allows you to resize and change the shape of already placed bsp
brushes. So instead of using Builder Brush to add and subtract geometry, you
duplicate an already existing brush and use Geometry Mode to change its shape
by manipulating its vertices, faces and edges.
Select a brush within your level and press Shift+2 for Geometry Mode
Click on the face, edge or each vertex. With one of them selected you can
now move them and change the shape of the brush.
If you need to select multiple components, press Ctrl+Left Click on faces,
edges or vertices to add to or remove from a selection.
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Real-Time BSP
Visualization
Better option is to use ‘Auto-
Updating BSP Visualization’
by going to Preferences and
turn on “Auto-Updating BSP
Visualization”. This will
change the BSP updates to
happen in real-time.
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Right click on any pivot point of the brush to move the pivot point there
Right click again and choose Pivot Save Pivot to PrePivot (make sure
the brush is selected)
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Block In the initial layout of the level to judge space, proportion and test
gameplay; BSP is great to get the sense of the level before you spend any
time detailing with Static Meshes
Use BSP for large surfaces such as flat walls, floors, ceiling
Use BSP to fill any gaps in-between static meshes and other BSP
Geometry
Do not detail with BSP brushes
Do not create complex shapes with BSP brushes
BSP Workflow
Basic BSP brush workflow to speed things up:
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Static Meshes will make up the majority of your environment, anywhere from
60% all the way to 100%.
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BSP brushes are used to block in the space and layout of the level and to
prototype the environment but then you should minimize the amount of BSP
brushes you have in your level by replacing them with Static Meshes.
Select the Static Mesh from Content Browser, Left Click and Drag into
perspective viewport
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After selecting any Static Mesh in Content Browser, Right Click in your level and
choose to insert as a Static Mesh or as an InterpActor.
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environments and objects from Static Meshes in ways that they weren’t intended
to.
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Select the Static Mesh and on the bottom panel you will have four input boxes
for Draw Scale.
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At first, when you are learning UDK, use default Static Meshes to create
something new and interesting with what you have available.
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You will then have to define a Package to save the Static Mesh into.
Package: is the .UPK file to save into. Create one or use drop down to
select already created package.
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We could also texture the BSP brush before converting it so we have a texture
applied on the Static Mesh.
Make sure you set the pivot point of the brush to wanted location before
you convert
Use only additive brushes (blue wireframe) and do not use any subtractive
brushes
If you need to use subtractive elements of the BSP, use intersect and
deintersect to create the shape of the brush then add that in; so the
entire brush is additive
Texture the bsp surfaces if you want to have a different texture then the
default pattern appear on your converted Static Mesh
You can now place this object into your environment as a Static Mesh instead of
a brush.
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Select the Static Mesh and pressing F4 will also open up its properties.
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Here are steps to quickly replace an already positioned Static Mesh in the same
location with another one:
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If you double click on already placed Static Mesh within your level and go
through Static Mesh Property, you will only effect this one single, selected
instance of the mesh. You will also be able to override certain properties that
were set in Unreal Static Mesh Editor.
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Textures vs Materials
There is a difference between textures and materials. Textures are usually a 2d
image created in an exterior application (such as Photoshop or Gimp) and
Materials are shaders that will use textures and various other expressions inside
UDK.
You will be using Materials to apply onto your Static Meshes and BSP geometry
and textures will be a part of those materials.
See this tutorial for further more detailed explanation: Difference Between
Textures and Materials in UDK
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Back to properties menu of the Static Mesh, click the arrow icon ‘Use
Selected Object in Content Browser’
At any time you want to remove that material and go back to default one,
come back to this menu and click the x icon to clear the field
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Not every material will work due to specific UVs that have been created for that
Static Mesh and how it was textured.
From Content Browser, Left Click and Drag onto BSP surface
You can also use this method to replace materials on Static Meshes
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Here is an example of a Master Sky material and Material Instances for different
time of day skies:
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For example, if you just want to change the color of the diffuse texture, but you
don’t want to import a new texture then rebuild entire material from scratch just
to change the color. In this case, you would create a Material Instance Constant
and define a property for Diffuse Color, then apply that Material Instance
Constant to your geometry or Static Mesh.
In Content Browser, Right Click on the material and choose ‘Create New
Material Instance (Constant)’
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Name the Instance material and define the package and group you want
it in. For this example, we’ll keep everything in the same package and
material. Notice _INST post-fix has been added.
Open Material Editor of the original material by double clicking on it. We’ll
use this light material to change the color of the light.
Right Click on any node (expression) that you want to extend in order to
change within Material Instance Constant
Choose ‘Convert to Parameter’ and define a name in the properties
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The name you give to the Parameter, will now show up in the Material
Instance Constant. Here is our new Material Instance Constant
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Decals
Decals are textures that are overlaid on top of already used geometry in your
level. Things like blood splatter, oil spills, color discolorations, posters on the
walls, dirt and grime etc. Decals are a great way to add additional detail and
break up the repetition of your textures and Static Meshes.
Inserting Decals
Here are the steps to insert decals into your level.
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Left Click and drag from the Actor Classes into perspective viewport or in
perspective viewport Right Click and choose ‘Add DecalActor Here’
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Importing Textures
Every texture you import into UDK must be placed within its own package. You
have to create a material in order to use that texture in your level. See this
tutorial on importing your own textures: How to Import Custom Textures in UDK
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Light Source
Every light you place in your scene should have a light source. Light sources are
anything that emits light in your environment such as sun, moon, lamps, light
posts, headlights etc. This is purely for aesthetics and visuals.
Your primary light source will define the lit areas as a starting point. Then
expand and light the rest. Start with general lighting and work down to specific.
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Now position the light to shine on your environment at the angle you want.
Double click on the Dominant Directional Light and change the following
properties:
Select the light, the view will jump and lock to the actor
Use the regular movement navigation and position your view to where
you want to point the light to
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Disable the ‘Lock Selected Actors to Camera’ once you are done to un-
attach yourself from the light
Light Shafts
Light Shafts simulate lighting as it hits other objects and creates beams of light
in the process. It is a beautiful effect to use in your environment. Only non-static
lights can render light shafts, these include any toggleable, moveable and
dominant light actors.
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Double click on the Point Light and change the following properties:
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To insert a SpotLight:
Left Click and drag the SpotLight from Actor Classes or select SpotLight
then in perspective viewport Right Click and choose ‘Add SpotLight Here’
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No lights are being used to light this scene, only Emissive Light Property:
Double click on the Static Mesh that has been placed in your level and go
to properties
Expand Lightmass tab and enable ‘Use Emissive For Static Lighting’
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The color of the light will be determined by the emissive texture. The downside
of using this is you must Build Lighting to see the result.
Building Lights
In order to see accurate lighting on your
Static Meshes, you must Build Lighting.
When you first insert a Static Mesh into your level, UDK will use dynamic lighting
to preview. Static Meshes rely on baked lighting, this means that lighting and
shadow information is stored in a texture. Build Lighting to see accurate
representation of what it really looks like in-game.
Preview is the fastest and most common to use at first. As you get closer to
finishing your environment you will want to build everything on Production to
finalize your map.
Build BSP
Build Static Meshes
Build Quality: Preview
Use Lightmass
Generate LOD Textures
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Hide the Builder Brush (B key) and you will see a bright yellow wireframe for
LightMassImportance Volume.
If you want to set behaviors for lights (turn them on/off) or attach them to
another objects to move them, you will need to use dynamic light actors such as:
PontLightMovable/PointLightToggleable
SpotLightMovable/SpotLightToggleable
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Lightmaps
Lightmaps are textures that contain light/shadow information for Static Meshes
and BSP geometry within your level.
Static Meshes must have a lightmap channel for this to work properly. Otherwise
the Static Mesh will not be lit correctly. Every Static Mesh must have a second UV
channel that is dedicated to a Lightmap.
Lightmaps are a bit of a complex topic, see this detailed series to learn
everything you ever wanted to know and how to use Lightmaps: UDK: 18
Important Principles for Creating/Using Lightmaps (Lightmapping Basics)
Each Static Mesh has an option to increase or decrease its Lightmap Resolution.
Just remember, that Static Meshes must have a second UV channel specifically
dedicated for lightmaps, so it can store this information.
First option is through Static Mesh Editor. From Content Browser, double
click on a Static Mesh. Under Lightmap Resolution you will see a value
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such as 32, 64, 256 etc. This is the lightmap resolution of this Static Mesh.
If you change any value through Static Mesh Editor, it will apply to every
single instance of the Static Mesh in your current map and any other map
that uses this mesh. This method is mostly used when you first import a
Static Mesh into UDK.
Rule of thumb is increase lightmap resolution on meshes that you need to have
very specific lighting/shadows information and meshes that are going to be close
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to the player. Decrease it on meshes that are far away and don’t need accurate
shadows and lighting.
BSP Lightmaps
To change lightmap resolution on bsp surfaces follow these steps:
Select BSP surface and press F5 to access Surface Properties (you can
also double-click on the surface)
Under Lighting and Lightmap Resolution, the default value will be set to
32.
Changing this works the opposite way than it did for Static Meshes.
Increasing the value will lower the quality of the light/shadow across the
surface, decreasing this value will improve the quality of light/shadows of
the surface. So if you want to make the shadows at a higher quality on
your BSP surface, then decrease Lightmap Resolution to 8 or 4. Example:
Shadows on left box are at 32 resolution and shadows on right box are at
4.
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For more information check out this tutorial on BSP Lightmaps: UDK: Lightmap
Resolution for Static Meshes and BSP
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Using Fog
Using Fog will add atmospheric effect to your level. To create natural, realistic
environments, you should use fog. Here is an environment with Fog and without
Fog.
Atmospheric Perspective
Atmospheric perspective is the effect that changes how objects in the
environment are seen based on their distance to the viewer. As the distance
between the player and the object/landscape/environment increases, the
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contrast and detail of these objects decrease. More distance, less detail and less
contrast. Using Fog allows you to create atmospheric perspective in your level.
Exponential Height Fog is the newer fog actor and allows for smoother transition
between high to low density of fog. It also has two color settings for fog.
Opposite Light Color and Light Inscattering Color.
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Opposite Light Color: fog color when you are looking away from the
sun (away from Dominant Directional Light). It should be the color of the
sky box (usually a shade of blue)
Light Inscattering Color: fog color when you are looking at the sun (at
Dominant Directional Light). It should match the color of the primary light
source (the sun/Dominant Directional Light)
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Insert FogVolumeConstantDensityInfo:
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Select the fog actor and resize it by scaling it in different directions (x, y, z). Use
non-uniform scale tool in the main toolbar to scale in one specific axis only.
Double click on the actor to open its properties. Focus on the following settings:
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Skies
Skybox or Skydome are 3d models with a sky material applied to them.
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Template sky uses a complex material that defines the position of the sun
based on Dominant Directional Light position and it also contains moving
clouds
The master material is M_Procedural_Sky_Master02
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Go to Content Browser
Filter by Static Meshes and search for ‘sky’
Select SM_SkySphere
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Increase Draw Scale of the sky to 100. Image below shows Draw Scale
through Static Mesh properties, but you can increase it using XYZ Draw
Scale input box
Go to Content Browser and Filter by Static Meshes and search for ‘sky’
You could use any of the available skyboxes, but for this purpose we will
focus on S_UN_Sky_SM_SkyDome03 and S_UN_Sky_SM_SkyDome05
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Select one of the two skies and insert them into your level by Left Click
and drag from Content Browser into perspective viewport
Increase Draw Scale of the sky to 100
Double click on the sky to go into its properties. Disable the following settings:
Under Rendering tab, uncheck Accept Static Decals and Accept Dynamic
Decals
Under Collision tab, uncheck Block Rigid Body and set Collision Type:
Collide_NoCollision
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Under Lighting uncheck Accept Lights and Accepts Dynamic Lights (use
this only if Emissive property is being used by sky material)
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Go to Content Browser
Filter by Materials and Material Instances (Constant)
Search for sky
Find the one you want to use
Left Click and drag the material from Content Browser onto your skydome
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Sky without fog. Notice the colors of the sky material. Peach/orange and blues:
Fog color for opposite and inscattering light colors match the material sky:
Light color of the Dominant Directional Light matches the material color as well,
with a lighter peach/orange hue than the fog:
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Post Processing
Post Processing will allow you to adjust colors, saturation and atmosphere of
your map. There are two ways to adjust Post Processing.
Second is through creating a Post Processing Volume, that will apply to a specific
defined area when the player enters that volume.
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To light your environment so it looks good, start with using complimentary color
scheme. Your shadow color should be the opposite color on the color wheel to
your primary light source.
So, if your primary light source (the sun) is orange hue then the shadow color
should be blue.
Complimentary color scheme is a good rule of thumb to start with when lighting
your environments. You will find that your lighting will become more harmonious
and appealing.
You can notice complimentary color rule being used in the Height Fog within
template maps:
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Left Click on the color tab and pick the color you want for your shadows
You will need to Build Lighting to see the changes
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Desaturate
You can desaturate your scene by remove any color from it; turning your scene
into a full black-and-white. Of course you can remove some color and making it
partially desaturated using values between 0 and 1.
Bloom Scale: intensity strength for Bloom effect. Be careful not to over do
this, as it will begin to blow out your highlights in your scene.
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Depth of Field
Depth of field will add a blur effect beyond a certain distance from the camera or
player’s point of view. This is a good effect if you want to blur the background
and have something in focus in the foreground.
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Set DOF Blur Bloom Kernel Size and DOF Falloff Exponent to 0.
Everything else within DOF settings should be at default values.
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Start with DOF Focus Distance which will control where do you want
the Depth of Field to start. How many unreal units from the point of view
of the player do you want Depth of Field to begin. Right now, you will see
a very harsh jump between Depth of Field and no Depth of Field.
Set DOF Blur Kernel Size, which sets how blurry do you want depth of
field to be. 0 is off and higher values will increase the amount of blur.
Default is 12.
Set DOF Focus Inner Radius. This will extend the blur beyond the
amount you already set for DOF Focus Distance. This is the transition
between focus and depth of field. In order to see this effect taking place,
change DOF Falloff Exponent, which is the falloff value that takes DOF
Focus Inner Radius and blurs the amount till full effect of Depth of Field.
This makes the transition softer or harder, depending on how you set this
up.
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From here you can tweak the rest of the properties with better understanding
what is happening with Depth of Field.
It takes a bit of time to get used to understanding all the values, but once you
get a hang of it by following the above formula, it becomes easier.
Go to View World Properties and under Rendering tab, expand Default
Post Process Settings
Scroll down and expand Scene High Lights, Scene Mid Tones and Scene
Shadows
XYZ value fields correspond to RGB or Red, Green and Blue channels.
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XYZ = RGB
Changing these values will add or remove certain colors from your scene.
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To the right of each XYZ value you will see up/down arrows. Position the
mouse over it, until you see the cursor change to up/down arrow icon.
Left Mouse Click and move the mouse up or down
First change the value to a large number to see the effect. Then, change
it using very low increments to the color you want for all three RGB (XYZ
fields).
Move from highlights to mid-tones to shadows and then I go back and
forth to find the final values
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Use the Builder Brush to surround the area you want a new post process
volume to be in
Once you got the brush resized and positioned, Right Click on Add Volume
(side tool bar)
Choose ‘PostProcessVolume’
You will see a pink wireframe, this is Post Process Volume. If you enter this
volume, any Post Processing you did using World Properties will be reset to
default.
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Now, double-click on the Post Process Volume wireframe to access its properties.
Here you will have all the same settings you saw under World Properties. Change
the values to what you want this new volume to look like when the player is
inside it.
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Landscape vs Terrain
You want to use Landscape Mode,
the new terrain system in UDK rather
than the old Terrain Mode. Both icon
are available in the sidebar.
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All Landscape sizes are usable if you follow Epic’s guidelines for recommended
sizes. But you have to decided on each size that fits your project specifications.
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More Total Components, more CPU processing cost and higher draw
call but better quality of the terrain (good for stand alone non playable
game environments or level designs are well optimized or may use
streaming landscapes)
Less Total Components, better for performance (good for level
designs; faster rendering because you have more landscape being
culled/occluded) quicker LOD transaction; BUT you will have more
components.
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These include:
LightMassImportance Volume
Character model for scale reference
Skydome/Skybox
Dominant Directional Light
Landscape Info
At anytime, you can check what size landscape you are using by looking under
Landscape Info. This will give you Vertices Size and Total Number of
Components.
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What is a Heightmap
Heightmap is a texture that stores
surface elevation data. This is the
formation of the landscape when you
paint height and modify the terrain.
The whites within the heightmap are
peaks, the blacks are valleys. Grays
are the transition between the peaks
and the valleys.
Paint
Smooth
Flatten
Noise
Paint Tool is the most commonly used tool. This will paint and modify your
heightmap or it will paint textures (layers) on your landscape. It depends on
what you are working on. Within the context of this section, we are focusing on
modifying the heightmap.
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Ctrl+Left Mouse Click over the area to which you want to Flatten the
heightmap to
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Workflow #1
Use the four tools (Paint, Smooth, Flatten and Noise) to define shape. Then
spend more time on detailing the terrain, manually. Erosion tools would only be
used with low settings to refine and add a bit of additional detail.
Using this workflow you are manually creating the landscape, being in control of
the entire process, including the detail. Erosion plays a small element in this
workflow landscape creation.
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Workflow #2
Use Paint, Smooth and Flatten tools to roughly block in large shapes but do
not spend any time detailing or refining. Just block in large shapes. Then, use
Erosion tools to create detail. In this workflow you are letting erosion do its work
by creating the detail for you, instead of painting manually.
Workflow #1 is more deliberate and manual, and you control the entire process.
Workflow #2 is more faster workflow and allows the tools (erosion) to do their
work.
So, instead of manually painting the heightmap and texture layers, you create
them in outside application and import them in.
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Multiple Landscapes
You could have multiple landscapes and you can use drop down menu to select
which one you want to modify at the time. But it is better to stick with just one.
Each additional landscape will require more processing cost.
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Each landscape material will contain Landscape specific nodes that will allow for
terrain layers to be used. These material expressions (nodes) are
TerrainLayerWeight or LandscapeLayerBlend. Landscape material will also
contain diffuse and normal map textures.
Here is the basic set up of the Landscape Material using two diffuse textures and
TerrainLayerWeight nodes:
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Once you click OK, Material Editor will open up and you can start creating the
framework of this new landscape material. You will need these basic expressions
to get started:
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Repeat the steps for all Layers you have in your Material
Click back to None under Edit mode
Select which texture layer to paint on your landscape
Now you have the ability to paint new texture layers or switch back to
Heightmap and modify the landscape.
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Black Landscape
When you first apply the material, the landscape will be black. This is normal,
because you do not have any layers painted on it. You need to paint a base
texture layer on your landscape.
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Continue switching between texture layers and painting them onto your
landscape.
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Sometimes you will find yourself wanting to have a larger or smaller landscape
then you originally anticipated. You can either delete or add new components
after you have already created the initial landscape.
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Select Delete Component Tool, position the mouse cursor over the
landscape. You will see components being highlighted, press Ctrl+Left
Mouse Click to delete the selected component
If you add a new component, you will notice that the default tiling changes and
is now different then when you first created your landscape.
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If you remove a component from the originally created landscape, this will cause
a change of tiling across landscape section.
Remove one single component from originally placed landscape, this will
change the tiling, then use Add Component Tool and add that component
back in. Tiling will now be the same across your entire landscape.
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This is great for optimization purposes by painting out visibility of areas you don’t
want to render. And it can be used to create a hole in the ground in order to
create a cave, or a structure that allows for the player or be underneath the
landscape.
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Use this region box to surround which areas of your landscape you want
to copy data from
Left Click to select the region and if you press Spacebar you can cycle
between Move/Scale/Rotate. Use Non-Uniform scale to resize the region
box in a single axis only.
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When ready, click on Copy Data to Gizmo. Move the region to another
area, you will see data being stored inside it.
Paste this data anywhere you want over the landscape. Press Ctrl+V to
paste the stored data.
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You can keep re-using and continue pasting landscape data in different
sections or you can reset it and click on ‘Clear Data From Gizmo’
Once you have copied the data to gizmo, you can move, scale and rotate this
data before pasting. You are not limited to use the same size or orientation of
the copied information.
If enabled ‘Use Smooth Gizmo Brush’ it will smooth the transition between
pasted landscape data and landscape outside the region.
If ‘Use Smooth Gizmo Brush’ is disabled, it will paste entire data without any
transition. This will create harsh edges between the stored data and landscape
outside the region, but it will also paste all the data that was copied. After this,
you can use smooth and paint tool to fix the surrounding area.
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Check out UDK The Foundation series for complete workflow and guide for
constructing environments using UDK.
Click here to visit UDK The Foundation page for full details...
(http://www.worldofleveldesign.com/store/udk-the-foundation.php)
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Click here to visit UDK The Foundation page for full details...
(http://www.worldofleveldesign.com/store/udk-the-foundation.php)
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