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.
MeshLab - Meshlab.sourceforge.net
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thanks man i just learned a new technique :D
Personally I'd approach the texturing a different way. Instead of a large diffuse/normal map I would have a large normal map, and have a 1024X1024 diffuse/normal tiling 'underneath' it. That way you get large, unique detail from the normal map generated from sculpting, but also the detail from a tiling rock texture. You should be able to add unique detail using decals.
you could always do that in UDK, but you would lose your AO
Does UDK simulate AO when you compile light?
to an extent, based on the size of your lightmaps you get better 'baked' lighting, but you can save on lightmaps and get better results by using your AO map
You could use the full scale AO, too - just combine it with the tiling rock diffuse using a multiply.
im a newb who wants to make mods for skyrim using UDK WHERE CAN I START
www.udk.com
then moddb should have enough tutorials to get you started
I remember referencing this tutorial a few times to create my cave rocks asset for the unity store here tinyurl.com(forward slash)mvz89lj or here tinyurl.com(forward slash)kcy7jra
I included the FBX models in the kit so even though you buy it from the unity asset store all my models and textures can easily be used for UDK!