Virtual Oslo

An acquaintance of mine, Sahak, found me with an interesting challenge: he wanted me to get his “Virtual city of Oslo” map to a presentable form.

He imported simple buildings from City Engine to UDK and made a map of the city.
Problems with the City Engine -> Unreal Engine asset pipeline and the sheer scope of the project led to an interesting task specification:

– The city barely fits Unreal’s “world”, which is a roughly 10×10 km area.

– 4188 unique buildings made up the city. No instancing at all. Each building had its pivot at the world origin.

– No textures or proper UVs.

– I had 48 hours to finish.

After the two days, I came up with this:

(HD version on Vimeo.)

The more technical, “behind the scenes” stuff is after the break.

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Scripting again

A programmer bailed out on me, so now I have to do his job as well. :\
Not that I mind scripting, but it doesn’t make the development of GViz any faster…

Also, writing the PSA/PSK exporter for modo is a task way out of my league. So, kind reader, if you are interested in this paid job (even after reading the specification), then please drop me a mail.

Better news is that I’ve just received the final concept art of Nat, the base character for GViz:

He will play all roles in the system: by simple attachments and changing masks we can express it’s function in the pitched game: A blue bulletproof vest with a white POLICE sign on the back makes a cop, camo texture and a helmet with a dry bush on it turns Nat into a sniper, glasses and a lab coat is for playing a scientist, you get the idea.

The next task is designing the skeleton and the animation system.

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Cubemap rendering rig in modo 401 for Unreal

Here is a scene file which makes cubemap generation (for Unreal) simpler:

Just import it to any scene and render the first 6 frames from the CubemapRenderCam camera. The frames should be added in the same order to the Cubemap in UnrealEd.

There is a sphere object as well, around the camera, which blurs the surroundings. The RefractionRoughness parameter in the BlurMaterial group adjusts blurriness.
(At first I tried camera DOF, but that way there were seams between the cubemap’s faces.)

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Fake antialiasing in UDK

Intel’s research on morphological antialiasing (PDF paper) is rather interesting: its a post process effect, working on a rendered image. It looks for high contrast areas, recognizes basic pixel patterns and does pixel blending on them.

Very clever stuff, inspiring, so I wanted to see if I can make a fake AA post process in Unreal.

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