Monday, December 21, 2020
Sunday, September 1, 2013
I have been working on a UDK level for quite some time in anticipation of the Oculus Rift Virtual Reality Headset. We received our two development kits of the Rift at FIEA about 2 months ago. I have been working and tweaking this level ever since to create an interactive virtual reality art piece/experience.
Things are not perfect or where I want the final experience to be but things are far enough along that I am going to release this out to the wild and improve over time.
Here is a video in the non-rift mode that can give you an idea of what the level is all about:
Here is a video in the rift mode, if you have an Oculus Rift you can view this video in full screen on the Rift and you will get the full 3D effect of the level through this video:
CLICK HERE TO DOWNLOAD THE LEVEL
If you don't have the Oculus Rift you can still download and play the level in regular mode. Just download and install using the .ZIP file.
Playing in Non-Rift Mode -
If you want to play the game in Direct X 11 mode, take the UDK.exe and make a shortcut to it on the desktop. Now right click on the shortcut and go to the properties for the shortcut. You should see a Target area that has text showing the location of the shortcut, add this text to the end -dx11. (It should look something like this C:\UDK\FallenAngelsLair\Binaries\Win32\UDK.exe -dx11) Then hit apply. I have already created a shortcut for you in the download package, but you will need to have the level installed on your C drive here C:\UDK\FallenAngelsLair\ in order for the shortcut to work.
Playing in Rift Mode -
Build a shortcut for the game using the process described above to play the game in DX11 mode.
I have included to config files that need to have values changed in order for the Oculus to run correctly (These files UDKEngine.ini, UDKSystemSettings.ini) Just take these files and copy/replace the existing ones in this location C:\UDK\FallenAngelsLair\UDKGame\Config.
That is it, launch the game using the shortcut you created and you should be up and running.
Keyboard and XBox Wired Controller Controls -
Mouse - Spin your character and set your direction.
Q - Puts you in a fly mode. (This is very fun in the Oculus Rift to fly, use your head as the direction you fly to.)
E - Puts you back in walk mode.
Shift - Sprint, while you hold sprint you can jump a bit higher as well.
1 - Puts you in a slow motion mode.
2.- Puts you in regular speed motion.
Space - is jump, press space while in air after your first jump to double jump.
Left Mouse - Fire primary weapon.
Right Mouse - Fire secondary weapon.
XBox Wired Controller -
WASD - Left Thumbstick
R Thumbstick - Spin your character and set your direction.
Left Bumber - Puts you in a fly mode. (This is very fun in the Oculus Rift to fly, use your head as the direction you fly to.)
Right Bumper- Puts you back in walk mode.
X Button - Sprint, while you hold sprint you can jump a bit higher as well.
Y Button - Puts you in a slow motion mode.
B Button. Puts you in regular speed motion.
A Button - is jump, press space while in air after your first jump to double jump.
Right Trigger - Fire primary weapon.
Left Trigger - Fire secondary weapon.
If you try the game out, please leave feedback, I would love to get your thoughts on your experience with this little art level that I have created! (Just know...right now it is not really a game..just an experience.)
Hope you all enjoy!
Saturday, June 22, 2013
This will be a quick time-lapse video that covers how to use ZBrush in a concepting fashion. There is a part in the video where there are horn like structures that are made on the creature, this was done using the snakehook brush. Other than that, everything else is explained with call-outs throughout the video.
Thursday, May 16, 2013
I have recently been scouring the internet trying to find as much information about UDK as possible. I have been successful in finding ways to push my art into UDK, but I have recently become interested in learning more about how to push the interactive component of what I am creating in UDK. It seems like that information is a bit harder to find.
I was recently introduced to Mastering UDK Game Development (with John P. Doran) through PACKT Publishing. Mastering UDK Game Development is a great and affordable resource to push your art/gaming knowledge with UDK.
The book will quickly get you up to speed on how to set up a custom camera view through kismet and tie that to gameplay. Their example shows how to set up for a side scroller scenario, I will be taking what I am learning and create an over the shoulder (Gears of War) type game. The book does a really nice job of getting you a bit more familiar with advancing your art from past the “just getting the art in the game” stage to where you will be creating small little creative game scenarios.
This book was the perfect information for the stage that I am at as an artist and UDK user. I know how to get everything in and make it pretty; now with the help of Mastering UDK Game Development I can actually fell like I can do something interactive with my art. If you are interested in learning a little scripting as well as the UDK kismet set up, this book will help get you started without frying your fragile artist brain! (Well that is how I usually feel when I try to script!)
So if my UDK situation sounds like where you are at currently and you are hitting a wall, I recommend taking a look at this great resource!
Here is a direct link to the e-book on PACKT Publishing page:
Friday, May 10, 2013
I recently created a free video series that covers a wide range of ways to utilize polypainting in Zbrush.
If you would like follow along you could purchase all the source materials on my 3D model shop over at digital3dmodels.com.
CLICK HERE for a direct link to the page if you are interested.
Saturday, January 19, 2013
Saturday, January 5, 2013
addMarkersJointsToVerts.mel - Here is a little script that I hacked together, it will allow you to take a selection of verts from a model and build a marker and joint that will follow that vert where ever it goes on the surface of the source mesh. So you could make blendshapes with a mesh and attach buttons, eyelashes or whatever you like. (It is basically a rivet system) It uses Maya particle emitters as the follow point. You could also use this with a simple ncloth mesh and bake out the animation onto the provided joints that you are using. Or you could do something like dynamically driven rope. So I will provide the script below, please don't laugh at my scripting abilities...I hacked this together...My hope is that one of you smart maya mel/python people could clean this up and make it into something even cooler. (Thanks for those who tried to help me with the string renaming process...still don't fully have that figured out. So the script isn't as smart as I would like it to be.)
I will add the scripts in the comments section of this post. Let me know if this helps you in anyway! :)
Monday, October 15, 2012
Wednesday, September 19, 2012
In this video we will take a look at how to use Maya to quickly make complex mechanical objects and build Silhouettes from them that can be used in the concept discovery phase.
If you would like to download the Maya 2013 Scene file CLICK HERE TO DOWNLOAD.
Friday, August 17, 2012
Here is something that I crated for my Uncle Tommy Z for his guitar album that he will be releasing. Everything was created digitally in Photoshop using a Wacom Cintiq 21 UX and most of the digital inking for the line work was done on my Motion Computing LE 1600.