This week in map stuff

Hi everyone!, over the past week i have spent most of my time doing minor changes to the map, most of these being changing the length of lanes and other such things to allow for the implementation of assets into the level, as well as this i have begun creation of textures and unwrapping models for texturing, with my textures they’re mostly just basic colors and shapes with some added noise to make them more visually interesting, then when i am happy with the base texture i create a normal map using an Nvidia plugin that can generate a normal map and then i edit this partially to get the desired effect.

Below is an example of the textures i have so far created along with their normal maps and specular maps, the normals maps are used to give the effect of 3D and the specular maps are used for the engine to figure out how to properly light the texture, Their is also an option within Unreals material editor to let me create a specular just using the blueprinting system, for this project i have tried a combination of both to try and get some cool looking lighting out of the textures.

TextureSheetAfter i have create the textures,normals and sometimes speculars i then take it into UE4 and begin creation of the material, depending on what i want this can be either a very straightforward process of a bit of a tricky one, For instance the below gif is a material that i have created entirely within UE4, none of this has been animated within another program.


In order to create this effect i had to create several different nodes, within the emissive area which gives it a glow effect when rendered in game i also have a cloud texture that i quickly made in Photoshop using the cloud filter which i am overlaying on top of the colors and then panning to the left.

Within the pulse section of the material i have set it up to occasionally make the material glow slightly brighter than what it is default set to by the emissive, Above this is the specular map input which also contains two variable which are plugged into roughness and metallic which further help to make it feel like a real object in the scene.

Above that their is also the default material that is overlayed on top of everything else and then also the normal map which is used to give it the pretend effect of 3D lighting.

MatExampleSo other than all that stuff which i have greatly enjoyed doing i have also been slowly optimizing and unwrapping my 3d models that are already in the scene to be ready for when i texture them.

Hope you’ve enjoyed reading and tata!.

Jobs Done!


(Click image to play, Game only runs in IE, No clue why)

So me and Reign finally finished it, Our final submission for this class, Courage’s Gate a turn based exploration game, It’s a take on both Pokemon and final fantasy With our own distinct art style, drawn by Reign, Granted not everything was completed to the highest level that we wanted, we feel it is both a great piece of work and hope that you enjoy playing it.

Maybe I’ll revisit this project at a later date, it is pretty feature complete and we could do a lot more to it if we wanted, anyway i’m going to be guy’s sorry its such a short read but i hope you all enjoy it, please leave feedback below!.





It’s complete!

Hey everyone who’s reading this!, i’ve finished my unity fps project and you can download it by clicking the image below.

Albeit it’s not great but i managed to fill in the criteria needed for the project and even did some extra bit’s as well  just so you know you have three guns in the game, and there are only two level’s both very short, and  the last has a really easy boss (like super easy), for your arsenal you have a sub machine gun, sniper rifle and a shotgun which can be accessed from numbers 1 to 3 (i’m at least proud about the sniper rifle that one took awhile to make) and all weapons in the game except the shotgun have a secondary fire.
once you beat the boss there is no end, but you can exit the game by pressing esc to open the options menu and quit the game.
Hope you enjoyed playing this game and voice your opinion in the comment’s section below, i will upload a video on the puzzle game soon as well, bye for now!

Also just so everyone know’s check my reference page to go and try out some of my friends project’s they’re really fun.

Heres a Mac version to, cant guarantee it works though as i don’t have a mac.


Hey everyone just here to show you some concept work that i had a friend do for the project, you can also find her deviant art page here, there’s some really cool stuff on there.

Concept art done by Memo
Concept by memo of the ceiling air vents
UDK concept work done by me

As you can see there have been a lot of changes from the initial concept work, mainly it’s not as blue as i wanted it, this was due to several different technical constraints with materials and shaders that i ran into, however i’m still confident that the game will be fun, next week i’m going to try and post a recording of some of the work that I’ve done with it so that you can get even more of a feel for the game.

and if you’re wondering that i wasn’t going to talk about the First person shooter that I’ve been making in unity then fear not because it’s almost done.

Hope you all enjoyed this small post and ill post again soon!

I have rain

The title say’s it all really after about two weeks of trying I’ve finally gotten rain into my map, It’s not actually my texture i’m using it from a hourence’ s tutorial (he’s really awesome), but what it is, is a bunch of planes put in a grid pattern and then having an animated material applied to it which makes it move in a very erratic way.

I think the overall effective look’s really cool and that it adds a whole lot more to the map, over the next few weeks i’m going to be adding noises to my map, just the default background noise’s that you all way’s hear in this sort of an environment,

– Rain

– Water Dripping

– Splashing

– Electrical Hums

– Heavy wind

I’ve also got a jet in the map which flies around and fires at player’s so i’m going to be adding some jet sounds to it (thing’s like an afterburner noise and some mechanical noise’s) overall i think this is really going to add so much more to the map in terms of game play as the player isn’t just going to be thinking about the other players but also avoiding deadly missiles from the jet.

I’m also currently working on with other people (you can go to one of there websites via my references page) a board game which is hopefully near completion, but i’ll explain about it more in other post’s but the idea is that it’s like dungeon’s and dragon’s but simplified were you move around a hex grid board and collect bits and piece’s of armor and then return to the center of the map to fight a dragon to complete the game, overall in testing everyone’s has seemed to enjoy it and we should soon be starting on developing art asset’s for it.

Anyone that’s enough from me so i’ll see you all next week with my next post. Toodle’s

Moving along

Today i’m going to update you on my progress about how the map is going, for one thing I’ve been working on more models and if you look below you’ll see some of them with captions so they actually make sense, I’ve also been trying to figure out how to add rain to my map, it’s more difficult than it sound’s but i think i’m nearly there with it, and last but not least i’ll show you some of the textures I’m using and show you some normal maps.


The the air vent to the left you can see it is fully textured but some of it has stretched i’m going to go back and fix this if i have time but most people probably wont even notice, and for the wall panel to the right i have not started texturing but will be doing them shortly it’s going to be scattered around the map to make things feel busy.

For those of you who don’t know what a normal map is it’s pretty much a way of making a low poly model look amazing, what it does is add a sort of 3d effect on the 2d texture by raising certain colors within the files RGB (red,green and blue Example below) basically it goes and applies the RGB to the x,y and z coordinates of the map to give it that 3d effect, pretty cool yeah.


This example is of a texture not a 3d model but it gives it the feeling of 3d doesn’t it? what this does is make it use up less processing space than  actually covering the floor of the map with real models as that would be very intensive to the player’s computer and slow them down far to much to enjoy themselves.