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UE3 Home > Unreal Engine 3 Basics > Unreal Engine Content Creation Blog

Unreal Engine Content Creation Blog


Overview


This blog-like page is an experiment to allow folks to share nuggets of information in an easy and convenient way without having to worry about updating it once it becomes outdated. Unlike regular documentation, blogs can't be outdated - the only danger is being abandoned. Our hope is that we'll be able to get enough momentum behind this by replacing it as our main way of sharing tips & tricks internally, replacing emails to our content creation alias. Long term it would be nice if everyone, including licensees, contributed to it and helped us improving our documentation and knowledge-sharing this way.

Why a blog? The main goal is to reduce the effort required to share useful information and make it easy to share the updates with a lot of people. The current format has a very low update effort, encouraging quick blurbs about newly added features, newfound knowledge or just general tips & tricks.

What to post? Pretty much anything goes as long as it would be useful to someone. Tried an optimization and it didn't work out? Please let us know with a bit of detail why it didn't work. Obviously the same goes for one that worked. ;-) Found a useful plugin or tool? Please post an entry. Know a good way to speed up the import pipeline? Please post!

Why not a real blog? Mostly due to technical limitations, though we might look into overcoming those if it takes off.

The plan is for us to regularly go over this page and make sure that all tips & tricks on here are reflected in the actual documentation.

Blog Entries


Recent Posts...


Recent entries


March 2012

Improved Texture Blending with mask textures on mobile platforms

posted on 2012/03/21 by Gerke Max Preussner

Beginning with the April 2012 QA approved build, texture blending on mobile platforms has changed slightly when using the mask texture as the blending source. Content developers may have to update existing materials, as this is a breaking change.

Previously, only the first MobileDetailTexture was usable in this mode, and the mask texture's alpha channel provided the blend factor that determined how much of the detail texture was to be blended in with the base texture.

It is now possible to use all three detail textures for texture blending. While the mask texture's alpha channel is no longer used, its RGB values now determine the blend factors. The Red channel is mapped to MobileDetailTexture, the Green channel to MobileDetailTexture2, and the Blue channel to MobileDetailTexture3.

Texture Blending on Mobile Platforms

December 2011

Color Grading on mobile platforms

posted on 2011/12/22 by Gerke Max Preussner

A simplified, formula based implementation of color grading is now available on mobile platforms. A matching material function for the Mobile Emulation feature in UnrealEd is provided as well. Check out the ColorGrading page for further details.

Color Grading for Mobile Platforms

August 2011

Fixing specular highlights when using X and Y symmetrical texture mirroring

posted on 2011/8/15

Texturing mirroring is useful for reusing texture memory, but it can lead to problems with specular lighting. Here a mesh is composed of four parts which uses the same UV coordinates.

SpecularMirrorUV_0.jpg

As you can see, a white spot appears.

SpecularMirrorUV_1.jpg

By simply moving the other meshes UV coordinates to use UV coordinate range of 1.f to 2.f...

SpecularMirrorUV_2.jpg

The issue is now gone!

SpecularMirrorUV_3.jpg

Cropped Emissive Assistant

posted on 2011/8/12

The Cropped Emissive Assistant is a Photoshop tool that assists in the process of making cropped emissive textures for use in Unreal Engine 3. The tool's purpose is to reduce the time and hands-on math required to convert wasteful emissive textures into smaller ones, by providing a means to automatically save out a chunk at the proper resolution, save your selection, and provide the float values required by a special Material Function to place the cropped texture in the appropriate place.

assist.jpg

Movie Capture

posted on 2011/8/9

Do you want to capture your matinees to avi movies or do you want to capture in-game movies? Read more about it here.

MatineeWithCaptureOptions.jpg

July 2011

Viewing FBX files in Quick Time

posted on 2011/7/27

Did you know it's possible to quickly view FBX files in Quick Time on the PC? Read more about it here.

ViewingFBXWithinQuickTime.jpg

Post Processing Anti Aliasing

posted on 2011/7/12 by Martin Mittring Documentation here: PostProcessAA.

PostProcessAATeaser2.jpg

May 2011

Exponential Height Fog Optimization

posted on 2011/5/13 Martin Mittring Documentation here (bottom of the page): HeightFog

Exponential Height Fog got optimized by culling pixels that are nearer than some some start distance. The start value can be set by level designers.

April 2011

Creating Clean Lightmaps

posted on 2011/4/15

The Unwrapping UVs for Ligthmaps page has been updated with some info on techniques for creating clean lightmaps.

(Click for full size)

ContiguousMeshCleanLightmap_small.jpg

Texture Optimization Techniques

posted on 2011/4/15

There is a new UDN page on Texture Optimization Techniques.

Optimizing levels for Splitscreen

posted on 2011/4/14 by Daniel Wright

There's a new UDN page on split screen profiling tools.

March 2011

Profiling Effects with PIX

posted on 2011/3/21 by Daniel Wright

There's a new UDN page that describes how technical artists can use PIX to profile effects on Xbox 360.

Editor preview player mode

posted on 2011/3/17 by Pete Bennett

We recently added an editor feature to preview player height in the world. This feature will enable users to visualize a predefined mesh in the world without having to add the mesh to the world. Currently, the feature only allows static meshes to be previewed. You may specify as many preview meshes as you wish. At Epic, artists use this feature to compare the height of an object in relation to a player mesh, such as Marcus. However, this feature can use any static mesh of your choosing.

Usage:
To activate the preview mesh, hold down the backspace (\) key while the editor viewport has focus. Release the backspace key when you are finished previewing.

To cycle to the next preview mesh, hold down shift and press the backspace key.

Specifying Preview Meshes
You can add or remove preview meshes in (YourGameName)UserSettings.ini file. Meshes must be listed under the [EditorPreviewMesh] category. The default mesh for the engine is set to the TexPropCubes mesh, as such:
PreviewMeshNames=" EditorMeshes.TexPropCubes "

UDKGame overrides the TexPropCubes mesh in DefaultEditorUserSettings.ini to point to the warrior statue, as such:
PreviewMeshNames=" ASC_Deco_Statue.SM.Mesh.S_ASC_Deco_SM_Statue_Warrior_BASEPOSE "

New DirectX 11 documentation!

posted on 2011/3/11 by Daniel Wright

Documentation on how to run UE3 in DirectX 11 and how to use the new features is now up.

Archives


See the Content Blog Archive for all entries from past years.

November 2010


Vertex color matching tool

posted on 2010/11/29 by MattKuhlenschmidt

Archived: Vertex color matching tool


October 2010


Bloom improvements

posted on 2010/10/29 by Martin Mittring Documentation here: Bloom

Archived: Bloom improvements


Multiple MotionBlur improvements

posted on 2010/10/28 by Martin Mittring Documentation here: MotionBlur MotionBlurSoftEdge MotionBlurSkinning.

Archived: Multiple MotionBlur improvements


Tonemapper improvements

posted on 2010/10/28 by Martin Mittring Documentation here: ColorGrading.

Archived: Tonemapper improvements


September 2010


Bulk texture property editing

posted on 2010/09/01 by Jason Bestimt

Archived: Bulk texture property editing


August 2010


One pass lighting for hair

posted on 2010/08/04 by Daniel Wright

Archived: One pass lighting for hair


Whole scene shadows for point lights

posted on 2010/08/04 by Daniel Wright

Archived: Whole scene shadows for point lights


July 2010


New Character indirect lighting settings

posted on 2010/07/20 by Daniel Wright

Archived: New Character indirect lighting settings


Detail Lighting editor viewmode

posted on 2010/07/20 by Daniel Wright

Archived: Detail Lighting editor viewmode


Precomputed Visibility

posted on 2010/07/07 by Daniel Wright

Archived: Precomputed Visibility


Source Control Revert Dialog

posted on 2010/07/06 by Billy Bramer

Archived: Source Control Revert Dialog


June 2010


Vertex colors on Skeletal Meshes

posted on 2010/06/23 by Matt Kuhlenschmidt

Archived: Vertex colors on Skeletal Meshes


Explicit Normal Support

posted on 2010/06/23 by Matt Kuhlenschmidt

Archived: Explicit Normal Support


Bloom improvements

posted on 2010/06/02 by Daniel Wright

Archived: Bloom improvements


May 2010


Penumbra Scale

posted on 2010/05/28 by Ryan Brucks

Archived: Penumbra Scale


Automatically re-import textures

posted on 2010/05/26 by Jason Bestimt

Archived: Automatically re-import textures


Per map post process chain.

posted on 2010/05/24 by Matt Kuhlenschmidt

Archived: Per map post process chain.


Exponential Height Fog

posted on 2010/05/20 by Daniel Wright

Archived: Exponential Height Fog


April 2010


FBX Importer Update

posted on 2010/04/29 by Mike Fricker

Archived: FBX Importer Update


Light Shafts

posted on 2010/04/14 by Daniel Wright

Archived: Light Shafts


Depth Dependent Halos

posted on 2010/04/14 by Jason Bestimt (related topics: UnrealEd)

Archived: Depth Dependent Halos


ProcBuilding Documentation

posted on 2010/04/2 by James Golding

Archived: ProcBuilding Documentation


March 2010


Processing Optimized Normals

posted on 2010/03/26 by Kevin Johnstone

Archived: Processing Optimized Normals


Asset Consolidation

posted on 2010/03/23 by Jason Bestimt

Archived: Asset Consolidation


Encoding Video

posted on 2010/03/23 by Nick Atamas

Archived: Encoding Video


Dynamically Shadowed Translucency

posted on 2010/03/22 by Daniel Wright

Archived: Dynamically Shadowed Translucency


Changes to previewing unbuilt lighting

posted on 2010/03/18 by Daniel Wright

Archived: Changes to previewing unbuilt lighting


Cascaded Shadow Maps and DominantDirectionalLightMovable

posted on 2010/03/18 by Daniel Wright

Archived: Cascaded Shadow Maps and DominantDirectionalLightMovable


Package List Filter

posted on 2010/03/18 by Nick Atamas

Archived: Package List Filter


Drag and Drop Changes

posted on 2010/03/17 by Nick Atamas

Archived: Drag and Drop Changes


Material Editor Node Previewing

posted on 2010/03/12 by Matt Kuhlenschmidt (related topics: UnrealEd)

Archived: Material Editor Node Previewing


Property Window Script-Defined Ordering

posted on 2010/03/12 by Jason Bestimt (related topics: UnrealEd)

Archived: Property Window Script-Defined Ordering


Copy/Paste Asset Reference

posted on 2010/03/03 by Nick Atamas

Archived: Copy/Paste Asset Reference


MipGenSettings

posted on 2010/03/01 by Martin Mittring

Archived: MipGenSettings


SkeletalMeshCinematicActor

posted on 2010/03/01 by Daniel Wright

Archived: SkeletalMeshCinematicActor


February 2010


Attachment Editor

posted on 2010/02/16 by James Golding

Archived: Attachment Editor


New kismet functionality for "Set VectorParam" and "Get Location and Rotation" actions

posted on 2010/02/09 by Rob McLaughlin (related topics: UnrealEd)

Archived: New kismet functionality for "Set VectorParam" and "Get Location and Rotation" actions


Property Window Favorites

posted on 2010/02/04 by Jason Bestimt (related topics: UnrealEd)

Archived: Property Window Favorites


January 2010


Status Bar Notifications

posted on 2010/01/28 by Jason Bestimt (related topics: UnrealEd)

Archived: Status Bar Notifications


New Color Picker

posted on 2010/01/19 by Jason Bestimt (related topics: UnrealEd)

Archived: New Color Picker


December 2009


Drag and Drop Matinee Connectors (12/17/2009)

posted on 2009/12/17 by Mike Fricker (related topics: UnrealEd)

Archived: Drag and Drop Matinee Connectors (12/17/2009)


Animation documents are up-to-date! (12/8/2009)

posted on 2009/12/7 by Laurent Delayen (related topics: UnrealEd)

Archived: Animation documents are up-to-date! (12/8/2009)


AnimSet viewer - morph target keys! (12/7/2009)

posted on 2009/12/7 by Lina Halper (related topics: UnrealEd)

Archived: AnimSet viewer - morph target keys! (12/7/2009)


November 2009


New Video Tutorials! (11/30/2009)

posted on 2009/11/30 by Richard Nalezynskil? (related topics: UnrealEd)

Archived: New Video Tutorials! (11/30/2009)


New Geometry Mode Texture (11/30/2009)

posted on 2009/11/30 by Warren Marshall (related topics: UnrealEd)

Archived: New Geometry Mode Texture (11/30/2009)


New Editor Features (11/2009)

posted on 2009/11/24 by Mike Fricker (related topics: UnrealEd)

Archived: New Editor Features (11/2009)


Taking Better Photographs for Textures

posted on 2009/11/21 by Jordan Walker (related topics: UnrealEd)

Archived: Taking Better Photographs for Textures


World Position Offset (aka vertex deformation)

posted on 2009/10/29 by Daniel Wright (related topics: UnrealEd)

Archived: World Position Offset (aka vertex deformation)


October 2009


Lighting Build Info dialog

posted on 2009/10/20 by Scott Sherman (related topics: UnrealEd)

Archived: Lighting Build Info dialog


New ViewModes

posted on 2009/10/20 by Scott Sherman (related topics: UnrealEd)

Archived: New ViewModes


Viewport Panning Change

posted on 2009/10/12 by Jason Bestimt (related topics: UnrealEd)

Archived: Viewport Panning Change


Mesh Paint tool

posted on 2009/10/12 by Mike Fricker (related topics: UnrealEd)

Archived: Mesh Paint tool


Shader Complexity Improvements

posted on 2009/10/01 by Daniel Wright (related topics: UnrealEd)

Archived: Shader Complexity Improvements


Custom Thumbnails

posted on 2009/10/01 by Jason Bestimt (related topics: UnrealEd)

Archived: Custom Thumbnails


New "Pivot" Controls

posted on 2009/10/01 by Warren Marshall (related topics: UnrealEd, Static Meshes)

Archived: New "Pivot" Controls


September 2009


Changes in Default Settings

posted on 2009/09/25 by Daniel Wright (related topics: Content Creation)

Archived: Changes in Default Settings


Advanced Mesh Placement

posted on 2009/09/22 by Warren Marshall (related topics: UnrealEd, Static Meshes)

Archived: Advanced Mesh Placement


Light Actors in the Content Browser

posted on 2009/09/22 by Jordan Walker (related topics: Level Editing)

Archived: Light Actors in the Content Browser


Basic Translucent Primitive Archetypes

posted on 2009/09/21 by Ryan Brucks (related topics: Level Editing)

Archived: Basic Translucent Primitive Archetypes


Instanced Light Workflow

posted on 2009/09/18 by Jordan walker (related topics: Level Editing)

Archived: Instanced Light Workflow


Editor Performance

posted on 2009/09/18 by Daniel Wright and Phil Cole (related topics: UnrealEd)

Archived: Editor Performance


Padding in lightmap UVs

posted on 2009/09/10 by Daniel Wright (related topics: Rendering)

Archived: Padding in lightmap UVs