UDK Sculpting Tutorial - Cave Assets

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Anyone that is moving from Source to UDK will find out that not having Source's displacements available to you make creating caves near impossible. This will help you make your own assets for caves.

Tutorial that covers how to create assets to be used in UDK for a cave. In this tutorial I create the entrance to a cave using 3DS Max and Mudbox, then baking the hi resoultion mesh onto a low poly mesh, then creating the texture to be used on it.

This can be used for UDK, Source, Crytek, Unity, etc.

Enjoy!

Re: UDK Sculpting Tutorial - Cave Assets

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Well done Tutorial.
Instantly makes me wanna try it out.

Ok, found some free time to practice sculpting.
First step, sculpting the overall shape:
Image
Got to go to work now (night shift), but i'll continue tomorrow and update this post with my progress.
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Today i started adding some more detail to the model:
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Also here's a render with a shader and AO applied that i'll use to bake the diffuse:
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Ofc. in case of exporting to UDK i'll remove that snow layer and rather use a shader to apply this or other directional effects to the rock. (that way it takes the models orientation into account)
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First UDK ingame testing:
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No detail layer for the normalmap yet, just a constant3vector multiplied to increase the normal strength without using photoshop.
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