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#11 (permalink) |
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New Member
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Awesome stuff. Gonna come back to this scene and tweak stuff in a couple weeks, got some other stuff needs finishing atm. The hologram display consists of two planes.
The material for the plane at the back has an emissive material added to itself a few times and an opacity map, plain and simple. The front material is a variation of the volumetric lightbeams found in dm_sanctuary. Just take everything plugged into the opacity of that material, then tweak the falloff values until you get something good. |
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#12 (permalink) |
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New Member
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Could u please show or send me a screenshot of the material setup?
Thanks
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Warhammer 40 000 on the UDK -- Looking for help |
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#14 (permalink) | |
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Frequenter
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Quote:
I don't know if this will help you, but that's what i could find. Dead Space Concept Art - ConceptArt.org Forums Dead Space Gallery of Concept Art | simoncpage.com
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#15 (permalink) |
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New Member
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sorry about the mega late reply. heres a screen of the material for the plane behind:
![]() and the material for the plane in front (the two obscured nodes are 'clamp' and 'multiply': ![]() most of the opacity part of the material is taken straight from a light cone in dm_sanctuary. also to note, the falloff texture should really be replace with one that fades to black on all 4 edges, but im lazy so meh. yeh the concepts i found were randomly through google images, the only link i have is this one: Inspiring Gallery of Video Game Concept Art | simoncpage.com only one bit of dead space art, but lots of other yummy art from games. |
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#17 (permalink) |
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New Member
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Ok a few questions:
- Did you create the gradient you used for the node Param2d 'FalloffTexture'? - Under the original texture sample plugged into the emmisive node, i can see two more Texture Sample nodes. What image did you link these two Texture Sample nodes to? Thanks
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Warhammer 40 000 on the UDK -- Looking for help |
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#18 (permalink) |
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New Member
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The gradient was already attached, so will be somewhere in the udk packages (not sure where but you should find it in a simple search).
The other texture sample nodes are the opacity map I created for the screen. You cant tell on that image, but its just slight variations of grey, which are lighter where the text/icons are. |
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