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	<title>Comments for rdegree</title>
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	<link>http://www.rdegree.net</link>
	<description>Rask's Personal Blog</description>
	<pubDate>Fri, 30 Jul 2010 17:34:22 +0000</pubDate>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 3 by Otto Rask</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-3/#comment-46</link>
		<dc:creator>Otto Rask</dc:creator>
		<pubDate>Mon, 28 Jun 2010 15:40:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=91#comment-46</guid>
		<description>&lt;strong&gt;Matthew&lt;/strong&gt;: No problem and many thanks for reading!

I could try my hand in creating a tutorial water material of my own (a well commented and documented one that is). Currently I'm in army, but within two weeks my service ends and I could maybe manage a new tutorial. We'll see then, hopefully I'll have some time in the evenings to craft something. :)

I'd say a simple "one-for-all" shader could be good for starters. Perhaps a more elaborate and detailed water/liquid material later on.</description>
		<content:encoded><![CDATA[<p><strong>Matthew</strong>: No problem and many thanks for reading!</p>
<p>I could try my hand in creating a tutorial water material of my own (a well commented and documented one that is). Currently I&#8217;m in army, but within two weeks my service ends and I could maybe manage a new tutorial. We&#8217;ll see then, hopefully I&#8217;ll have some time in the evenings to craft something. :)</p>
<p>I&#8217;d say a simple &#8220;one-for-all&#8221; shader could be good for starters. Perhaps a more elaborate and detailed water/liquid material later on.</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 3 by Matthew Barcas</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-3/#comment-45</link>
		<dc:creator>Matthew Barcas</dc:creator>
		<pubDate>Mon, 28 Jun 2010 03:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=91#comment-45</guid>
		<description>Thanks for the tutorial! I've just started to work with materials and I must say it is quite complex, but seeing your tutorial cleared up a few things. I have a request that is quite large, and I was hoping you could help:

I was wondering if you could make a water shader tutorial. I've been searching around the net and all I could find is Hourences water tutorial, but he doesn't explain how to make the textures and it's very very hard to understand without already knowing a lot...I also tried understanding the math concepts behind the example water shaders included in UDK and to be honest it's still not processing.

If you could respond with a yes or no that would be great! Thanks again for your time :]</description>
		<content:encoded><![CDATA[<p>Thanks for the tutorial! I&#8217;ve just started to work with materials and I must say it is quite complex, but seeing your tutorial cleared up a few things. I have a request that is quite large, and I was hoping you could help:</p>
<p>I was wondering if you could make a water shader tutorial. I&#8217;ve been searching around the net and all I could find is Hourences water tutorial, but he doesn&#8217;t explain how to make the textures and it&#8217;s very very hard to understand without already knowing a lot&#8230;I also tried understanding the math concepts behind the example water shaders included in UDK and to be honest it&#8217;s still not processing.</p>
<p>If you could respond with a yes or no that would be great! Thanks again for your time :]</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 3 by Keni</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-3/#comment-32</link>
		<dc:creator>Keni</dc:creator>
		<pubDate>Sun, 14 Feb 2010 00:33:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=91#comment-32</guid>
		<description>Hey mate,

Thanks for the quick reply! NOW it's really got clearer to me! :)
I'll check the thumbnail thing in UDK, see if it works.

As far as the poly count, searched the forums thoroughly and found out I can just ignore that error message. There is a 'fix' somewhere obviously, but I won't bother, since this is due to the ase exporter...

Anyway, hope you didn't mind my asking, I may be back for some tip or advice, if it's fine by you of course! But, thanks again! Will do some work soon and will probably leave some feedback again...hopefully with some visual materials this time ;)

Cheers!
Keni</description>
		<content:encoded><![CDATA[<p>Hey mate,</p>
<p>Thanks for the quick reply! NOW it&#8217;s really got clearer to me! :)<br />
I&#8217;ll check the thumbnail thing in UDK, see if it works.</p>
<p>As far as the poly count, searched the forums thoroughly and found out I can just ignore that error message. There is a &#8216;fix&#8217; somewhere obviously, but I won&#8217;t bother, since this is due to the ase exporter&#8230;</p>
<p>Anyway, hope you didn&#8217;t mind my asking, I may be back for some tip or advice, if it&#8217;s fine by you of course! But, thanks again! Will do some work soon and will probably leave some feedback again&#8230;hopefully with some visual materials this time ;)</p>
<p>Cheers!<br />
Keni</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 3 by Otto Rask</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-3/#comment-31</link>
		<dc:creator>Otto Rask</dc:creator>
		<pubDate>Sat, 13 Feb 2010 17:32:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=91#comment-31</guid>
		<description>Well we are creating these materials for different purposes. Mine is a simple tiling material for BSP surfaces for instance. Your model has UV maps, which then again needs a different way of laying out your texture (no tiling for instance). But in its basic level, your UV mapped model's material will get all the components which my material in this tutorial has (diffuse, specular, normal and so on). You will just have the textures applied on a model with an UV map. :)

I'm certain you should not tick 'alpha channel' if your texture doesn't use one (RGB&lt;strong&gt;A&lt;/strong&gt;).

You can change the icon of your mesh in the Unreal editor inside the static mesh editor ('save mesh thumbnail' or a similar icon on the toolbar).

I'm not familiar with Blender, so I can't say anything about the problems you're experiencing with it.

If I remember correctly the maximum triangle count on a mesh you can import to Unreal Engine is over 50000, so you should be just fine with a model having 600 vertices. Not sure at all why UDK would throw such an error. Have you viewed the full scene stats (or similar) in Blender to see if something "hidden" is exported with the actual mesh?

Thanks for commenting and no problem! Glad to see an extensive question amongst the comments. If something bogs your mind too much, feel free to comment again. (I'm in a bit of a hurry to I quickly got something written to be of aid.) :)</description>
		<content:encoded><![CDATA[<p>Well we are creating these materials for different purposes. Mine is a simple tiling material for BSP surfaces for instance. Your model has UV maps, which then again needs a different way of laying out your texture (no tiling for instance). But in its basic level, your UV mapped model&#8217;s material will get all the components which my material in this tutorial has (diffuse, specular, normal and so on). You will just have the textures applied on a model with an UV map. :)</p>
<p>I&#8217;m certain you should not tick &#8216;alpha channel&#8217; if your texture doesn&#8217;t use one (RGB<strong>A</strong>).</p>
<p>You can change the icon of your mesh in the Unreal editor inside the static mesh editor (&#8217;save mesh thumbnail&#8217; or a similar icon on the toolbar).</p>
<p>I&#8217;m not familiar with Blender, so I can&#8217;t say anything about the problems you&#8217;re experiencing with it.</p>
<p>If I remember correctly the maximum triangle count on a mesh you can import to Unreal Engine is over 50000, so you should be just fine with a model having 600 vertices. Not sure at all why UDK would throw such an error. Have you viewed the full scene stats (or similar) in Blender to see if something &#8220;hidden&#8221; is exported with the actual mesh?</p>
<p>Thanks for commenting and no problem! Glad to see an extensive question amongst the comments. If something bogs your mind too much, feel free to comment again. (I&#8217;m in a bit of a hurry to I quickly got something written to be of aid.) :)</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 3 by Keni</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-3/#comment-30</link>
		<dc:creator>Keni</dc:creator>
		<pubDate>Sat, 13 Feb 2010 02:41:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=91#comment-30</guid>
		<description>Great tutorial! Obviously it took you quite some time to do, appreciate it!

I've been messing around with UDK for 1 week and a couple of days, combining it with Blender (or at least trying to, because it seems there's not much support for it right now and that .ase exporter doesn't seem to be working properly all the time, anyway...as you can see I am still quite a newbie in the whole game creation process thing, so I was wondering if you could help me with some issues, concerning texturing I've been struggling with?

I made a model in Blender and used UV Smart Projection then exported the layout as a .bmp file and painted it in Paint.NET, after that I loaded it back into Blender, applied a new material to the model, chose the texture type to be an image, allocated it 'comes from the UV' (not sure how to explain this as I've been messing around with so many tutorials and stuff and got pretty confused to be honest), ticked the 'Alpha channel' (whatever that means, I only did it because I saw it in a tutorial) and I had my texture properly applied everywhere on the model when rendered in Blender.

Next step I did was I exported the model by using the .ase exporter script thing for Blender that makes it compatible with the UDK. (about this, I was wondering is the model actually being exported with the texture itself during this operation or not?)

After that I opened UDK, imported my model (some error pops-up every time, saying vertex count limit exceeded or something like that, which I have no clue what it means, since my model is only ~660 vertices, I checked it inside Blender itself, is that actually that much? And I think it's because of that, when imported, in thumbnail view, in the Content Browser my model won't have a preview icon, it's just black, any idea how to fix this whole issue?) Next thing, I imported the already painted UV layout I used for applying the material in Blender as a .bmp texture file and went to create new material. I added a Texture Sample and connected the black node with the defuse I think it was the first one on the left and saved the material.

When I drag-drop applied it to my model in the UDK editor it looked fine (or at least I think so), so I was wondering, most of all, why am I going through a completely different process of work, comparing to yours? I already read the whole tutorial and I really got confused by how many 'textures' actually have to be created in order to have a proper material in UDK, but then again how does mine worked with the UV layout thing only?

I am aware that this has got really long, but I'd be really glad if you could explain these issues I've been having!

Cheers mate!
Keni</description>
		<content:encoded><![CDATA[<p>Great tutorial! Obviously it took you quite some time to do, appreciate it!</p>
<p>I&#8217;ve been messing around with UDK for 1 week and a couple of days, combining it with Blender (or at least trying to, because it seems there&#8217;s not much support for it right now and that .ase exporter doesn&#8217;t seem to be working properly all the time, anyway&#8230;as you can see I am still quite a newbie in the whole game creation process thing, so I was wondering if you could help me with some issues, concerning texturing I&#8217;ve been struggling with?</p>
<p>I made a model in Blender and used UV Smart Projection then exported the layout as a .bmp file and painted it in Paint.NET, after that I loaded it back into Blender, applied a new material to the model, chose the texture type to be an image, allocated it &#8216;comes from the UV&#8217; (not sure how to explain this as I&#8217;ve been messing around with so many tutorials and stuff and got pretty confused to be honest), ticked the &#8216;Alpha channel&#8217; (whatever that means, I only did it because I saw it in a tutorial) and I had my texture properly applied everywhere on the model when rendered in Blender.</p>
<p>Next step I did was I exported the model by using the .ase exporter script thing for Blender that makes it compatible with the UDK. (about this, I was wondering is the model actually being exported with the texture itself during this operation or not?)</p>
<p>After that I opened UDK, imported my model (some error pops-up every time, saying vertex count limit exceeded or something like that, which I have no clue what it means, since my model is only ~660 vertices, I checked it inside Blender itself, is that actually that much? And I think it&#8217;s because of that, when imported, in thumbnail view, in the Content Browser my model won&#8217;t have a preview icon, it&#8217;s just black, any idea how to fix this whole issue?) Next thing, I imported the already painted UV layout I used for applying the material in Blender as a .bmp texture file and went to create new material. I added a Texture Sample and connected the black node with the defuse I think it was the first one on the left and saved the material.</p>
<p>When I drag-drop applied it to my model in the UDK editor it looked fine (or at least I think so), so I was wondering, most of all, why am I going through a completely different process of work, comparing to yours? I already read the whole tutorial and I really got confused by how many &#8216;textures&#8217; actually have to be created in order to have a proper material in UDK, but then again how does mine worked with the UV layout thing only?</p>
<p>I am aware that this has got really long, but I&#8217;d be really glad if you could explain these issues I&#8217;ve been having!</p>
<p>Cheers mate!<br />
Keni</p>
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		<title>Comment on Life of a BMP-2 driver by Otto Rask</title>
		<link>http://www.rdegree.net/2009/11/14/life-of-a-bmp-2-driver/#comment-29</link>
		<dc:creator>Otto Rask</dc:creator>
		<pubDate>Wed, 03 Feb 2010 16:41:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=280#comment-29</guid>
		<description>&lt;strong&gt;Justin&lt;/strong&gt;: Haha, yeah. Fun to drive, but quite an unsafe feeling to think of being shot at when in it! :D</description>
		<content:encoded><![CDATA[<p><strong>Justin</strong>: Haha, yeah. Fun to drive, but quite an unsafe feeling to think of being shot at when in it! :D</p>
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		<title>Comment on Life of a BMP-2 driver by Justin Kelly</title>
		<link>http://www.rdegree.net/2009/11/14/life-of-a-bmp-2-driver/#comment-28</link>
		<dc:creator>Justin Kelly</dc:creator>
		<pubDate>Tue, 02 Feb 2010 19:27:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=280#comment-28</guid>
		<description>Good Luck, Hopefully you wont have to go to war in that tin can :D</description>
		<content:encoded><![CDATA[<p>Good Luck, Hopefully you wont have to go to war in that tin can :D</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 1 by Otto Rask</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-1/#comment-27</link>
		<dc:creator>Otto Rask</dc:creator>
		<pubDate>Sun, 03 Jan 2010 16:55:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=25#comment-27</guid>
		<description>No problem -Bl!tz-! I presume you're a forumer at Epic Games' forums? I recognize the nickname. ;)</description>
		<content:encoded><![CDATA[<p>No problem -Bl!tz-! I presume you&#8217;re a forumer at Epic Games&#8217; forums? I recognize the nickname. ;)</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 3 by Otto Rask</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-3/#comment-26</link>
		<dc:creator>Otto Rask</dc:creator>
		<pubDate>Sun, 03 Jan 2010 16:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=91#comment-26</guid>
		<description>&lt;strong&gt;Matt&lt;/strong&gt;: No problem and good luck on your goal of becoming a level designer! :)</description>
		<content:encoded><![CDATA[<p><strong>Matt</strong>: No problem and good luck on your goal of becoming a level designer! :)</p>
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		<title>Comment on From Textures To Materials in Unreal Engine 3, Part 1 by -Bl!tz-</title>
		<link>http://www.rdegree.net/2009/02/02/from-textures-to-materials-in-unreal-engine-3-part-1/#comment-25</link>
		<dc:creator>-Bl!tz-</dc:creator>
		<pubDate>Thu, 31 Dec 2009 14:56:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rdegree.net/?p=25#comment-25</guid>
		<description>nice job mate....usefull &#38; clear......thx for sharing thoses "basics" and some methods ;)</description>
		<content:encoded><![CDATA[<p>nice job mate&#8230;.usefull &amp; clear&#8230;&#8230;thx for sharing thoses &#8220;basics&#8221; and some methods ;)</p>
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