So now that i have finally figured out the correct procedure in uvw unwrapping and baking model for textures to have an AO. I have now began finishing up my models and applying textures to them. Please view the process below:
Step 1: In the modifier tap click and choose uvwUnwrap and using the video as i previously mentioned that aided me in unwraping via the use of the edge – seam method. Where i highlighted and loop edge and cover it to a seam and flatten that part of the object and i follow this method through until all parts of the object is flattened/unfolded like a jigsaw.
Step 2: Apply a checkered material onto the object to make sure the proportions of the squares are equally balanced throughoutt the overall object, in order to make sure the texure will spread evenly. Then apply the default gray material from compact editor onto the one object (all pieces be attached so that no problems may occur, if it is just one solid object). Then throw in a skylight into the scene to help object project self shadows.
Step 3: Go to the render to texture set up and check 512×512 dimesnsions and complete map and save out the AO model, targa image.
Step 3: In Photoshop apply detail to the targa image your after exporting. Like below: then once you imagery is placed onto the orgional rendered out image place that up as th top layer and change it channel to multiple (if wanted and shadows or highlights place on top of this layer) Then save it out as a new targa image or replace the current one you are using.
Step 5: Go back into 3ds max and in the diffuse channel choose the targa image you just have created and apply it to your object and the result is as below.
So i will now repeat this process for all objects until ihave all my models textured. Note i will post up process of oter object but the steps remain the exact same.
After the unwrapping process i decided to look into further development and increasing detail that would be sufficient for games and iphone games to have upon their in game design textures. This method showed me how to apply a AO to all models currently I have unwrapped and created. This is self illuminating shadow from the model itself where in corners it would be darker ie making it look like the lighting is doing the work.
So after researching on YouTube and other various sites I have finally found a very useful tutorial in aiding me through quickly unwrapping textures fast and very beneficent. So instead of my old tedious way of highlighting a polys face and clicking unwrap until I have gotten every single last one (which takes absolutely ages). I found that in creating seams/edges highlights and then converting them to seam to be flattened it speeds up the unwrapping process and increased my ability to get through workflow of models a lot quicker. Here is the tutorial that aided me in uvw unwrapping. This method is definitely key in getting my models done for this project. http://vimeo.com/42963372#at=0
Well finally we got around to modeling and texturing an asset for our game. We are modelling and texturing all the environment and assets in 3ds max and importing it to udk, so it can be exported out to IOS systems.
So that was a hell of a lot more challenging than i thought, especially the saving process in udk. So initially after you have your model completed in 3ds max you export the file out as a ASE file, so the model itself can be brought into UDK. Then for the texturing you just render to texture and save the file out as a TGA, this is after you have all your detail baked into your model.
Then before we open up our UDK program. We need to make sure we have a desicnated save area nad that all files will probarly save including packages and materials. As UDK is very different and tricky to understand in saving, if you are a new user. So i went into my cdrive of the computer and in the udk folder > Content> create a new folder labeled ASE for all models to be exported from 3ds max to that folder. Then in the same area create another folder labeled TGA for your material. Finally create another folder labelled the title of project and this is were the map will be saved. It is beneficial to work in this workflow as it runs smoother and is more organised for all project work.
Now we can open up our UDk and go to content browser and import our model/ASE file which is saved in the UDK area in the ASE folder and it is the locker. Once we import this give it a designated package name and then grouping an then label. Vice-versa with the material, import from the TGA folder. Now once assets are in, model and material. Right click on material and choose option create new material and when this creates a node, double click on this and it will bring to a new window, were yo drop and drag your original texture into and join it to the diffuse and select on the tick in toolbar upper left, to initiate the applying texture to material action.
Once this is complete now go back to the content editor and double click on your model and select lod info settings in right hand side and go to material opton and with the new material highlighted in the content browser click the arrow in lod info area and this will apply the texture to the model in udk.
To give it a collision field simply double click into your model and in its toolbar clcik collision and choose the auto setting and click apply and now test in real world to see if it is a static object, which it is.
A test arena for the up coming game. Naturally the game assets where just some default UDK assets but it is the programming that I am interested in here.
The game is controlled by an ipod touch for testing.
The character is now visible in 3rd person
The is a a radar on screen
The radar updates the players position relative to enemies
player has a weapon
tapping the screen fires – primary
added secondary button
tapping this fires secondary weapon
fixed the door problem (it now opens on both sides)
working on getting the AI to fire and follow the player
player can kill AI
This is just amazing!! A whole game level with just one texture!