Posts tagged texture

Matinee Machinima Tutorial Series by micahpharoh


This series of tutorials was created by micahpharoh over at Epic’s Unreal Forums. He has uploaded his tutorial series to YouTube where his videos will be embedded from here, but you can also download them all in 1080p as a .zip as well.

Huge 1080P Video Download (2.6GB)

By following this series, you will learn how to use Matinee along with being able to create some machinima for your game or video project. All credit to micahpharoh.

Introduction

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HTHUD: Part 3 – Setting Up A Multi-Layered Dynamic HUD


Video Version

Subject: HTHUD: Part 3 – Setting Up A Multi-Layered Dynamic HUD
Skill Level: Intermediate
Run-Time: 25 Minutes
Author: Michael Allar
Notes: Displaying our current health to the screen.

Streaming:     720×480 1920×1080

Download:     Low-Res (73MB) Hi-Res (100MB)

Written Version

Feel like doing some writing? Want to get noticed? Write me up a version of this video for me.

HTWeapon: Part 2 – DrawWeaponCrosshair()

Important: I didn’t notice this until after I posted this but my stuttering is pretty bad in this video. Just a heads up. I will re-do this in the future.

Video Version

Subject: HTWeapon: Part 2 – DrawWeaponCrosshair()
Skill Level: Beginner
Run-Time: 30 minutes
Author: Michael Allar
Notes: Going over how to have our weapons handle the drawing of our crosshair.

Streaming:     720×480 1920×1080

Download:     Low-Res (111MB) Hi-Res (160MB)

Written Version

Subject: HTWeapon: Part 2 – DrawWeaponCrosshair()
Skill Level: Beginner
Author: Michael Allar
Notes: Going over how to have our weapons handle the drawing of our crosshair.

Read the rest of this entry »

Material and Lighting Final – 3 Weeks Before Due

So, I started work on my Final for my class Material and Lighting. The assignment is to create a Traditional Japanese Interior. Yeah. The textures I’ve used here are temporary just to get a concept in my head visualized, and will be overhauled and stuff. I’m envisioning blood. Anyways, not much else to say, here we go:

PropertyGrid Awesomeness

So I’ve learned some more about Class Attributes, before I was just using [Serialization()] but in order to customize the way the WinForm PropertyGrid control works, there are some nifty attributes you can tie your code to.

Can now change how the texture previews are rendered through the use of a property grid. Not much of a feat, but, I’m proud of it.

Texture Render Previewpreeleet


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