The Brütal Rod

I spent the last two months working on this Hot Rod model, as some sort of fan-art for Brütal Legend. I really hope I can bring myself to at least creating some sort of environment for it.

WIP028

19.652 tri’s, one 2048 set, two 1024 and a 256 set of textures.

DM-Shaolin 06

Update on my level. I put a lot of work in the surrounding environment. I also made the custom waterfall mesh and material.

Shaolin_WIP019

Shaolin_WIP020

Shaolin_WIP021

The custom mesh for the waterfall:

Shaolin_WIP022

Weburbanist

I found another one of those great blog type websites that posts awesome pictures of abandoned places and other interesting locations:

Weburbanist.com

I love how they also have some sets of abandoned vehicles:

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Image by Hyperfinch

c46-churchill-robinson-2007-3

Photo from Ruud De Leeuw

Fascinating page, that last one. It’s about plane wrecks in Alaska. Makes me want to create a scene like this with that snow material I made for UDK…

Cougar Realtime

Been spending a lot of time creating realtime images, this week (as always). I put my Cougar into UDK and set up some materials for it. I think it looks so good that I should just share it up on my blog here. This image was created at 6144 x 3456 pixels with Unreal’s “tiledshot” command. And that only took 2 seconds to render.Cougar_poster_01_1440

I’m looking forward to the day realtime rendering becomes the standard.

Vertex Blending Snow

Due to an ongoing thread at the Polycount boards about the snow and ice of Uncharted 2, I replicated Paul Greveson aka MoP’s vertex blending material in Unreal.

This is my result:

Snowblends

The tank tracks are another type of blend, this one’s about the snow on the ground.

I was asked to post my node layout on my blog, so here goes:

vertexsnow001

The base mask for snow coverage is calculated by using the Red vertex color channel (you can easily paint onto one channel only in UDK, great feature!) and a heightmap. These are combined together to create a transition effect with the heightmap, where the vertexcolors fade out. Clamped at the end to prevent extreme values, just for safety.

vertexsnow002

Using the Green vertex channel, we calculate a varying number for the mask’s hardness. 20 is the ceiling value, a 1 is added to prevent powering to 0 (bad). The invert on the vertex color is just to make sure the default value is hard (default vertex color is 1,1,1,1).

vertexsnow003

Both groups are combined by powering the raw mask to the hardness value, adjusting the contrast. Clamped for safety, though technically not necessary since we’re only powering a value of max 1to20,resulting in a  1 anyway.

vertexsnow004

The mask is used on 3 LinearInteroplate nodes, to blend between snow and non-snow diffuse, spec and normals. Since I had the heightmap anyway, I just used it for a quick parallax effect on the diffuse (I should apply it to normals as well…).

vertexsnow005

Total material. Nothing too complex, only 63 instructions which really isn’t expensive.

I recommend doing this in UDK only, since painting vertexcolors is incredibly easy there.