MATERIALS WORKFLOW - TILE FLOOR
Making a final shader using Photoshop CS2 for the Unreal Engine 3.

In engine shot of the final shader (UT3 map DM-Cath by Claes "Nurb" Engal)


Normal Build

Here is the simple build as used in the screen shot above. Not bad really, but there is a another level this can be taken.


Say it with me, "You've got to be kidding". Alas, it is true and quite common in most of the floor material builds of UT3. This setup allows the use of a grunge type material, the use of a cubemap, and added depth to the Normal Map. Click the image to see a full size view.



Here's some examples between the two shader types.





I hope that this tutorial has been helpful. - Dregs

Page1
Diffuse
Page2
Specular
Page3
Normal
Page4
Shader



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