Thursday, 18 November 2010

Week 10: A whole new Level of detail of learning how to fracture a static mesh (Rock) using the fracture tool settings.

            Firstly I would like to introduce to the term fracture in the UDK- it is a set of chunks being broken down into pieces and it visually looks cool while shooting the rock.
I decided to make a 'Fractured_Rock' and place it on the entrance of the cave. Steps on how I played with the fracture tools are shown below:

            I first searched the content browser with some good static meshes which match out our theme, our basic theme in open world was creating a mountain surrounding by a room and a temple inside it, the Pandora's Box. So we had a static mesh placed already for the start of the game as we proceeded we decided that we would have a cave, inside its a room of darkness through that only a single character with flash light can see where he's going and before the entrance of the cave, I made use of one character which is 'Helios'- The character with weapon can destruct it, such that he can clear the access for the rest of the players into the cave. And the other player can lead the way from his flash light and the last player could activate a trigger or a button such that, the bridge draws to the other side of the level.

          Here are some steps how I basically created a fractured static mesh and its components as in materials and particle system inside the rock so that while destructing it, would give a perfect experiencing visual effects. Keeping the quality, not the quantity in mind I achieved this from the site: www.3dbuzz.com

The first step on how I created a fractured static mesh is that, had to search a stone matching to the mountains surrounding the cave -  so I found the static mesh called 'S_HU_Supports_SM_CementBlock01' Since there is a lack of time creating your own static meshes, we decided to use the default ones which are in the content browser itself.



2. I double-clicked the static mesh to open the Mesh editor to edit the the rock



3. Clicked on the Fracture tool on the top pane of the window to enter the tool set.
4. I generated about 40-50 chunks and selected the top as supported chunks so that it supports the upper part and the chunks fall off from the supported part of the rock.



5.After completing the selection, I chose not to add any core and clicked on 'Slice' it took me a while to save because it was choppingising and asked me to save it as what name so that it becomes an external package.



6. After that I closed the fractured tool and added the fractured mesh from the content browser to the geometry.
7. And I tested it....!
8. Noticed it didn't show up at all, as expected it actually was disappointing, then having watch through all tutorial I still couldn't figure out why it still and never worked - no good results. But managed to figure out myself that it was because the lack of lightning which I actually didn't add the light point infront of the map, it is crucial as it also becomes the part of geometry and it needs lights to give the visually present static, as it is a very easy and user friendly tool editor  :P
9. Added some lights next to it and the results were perfect. It gave the best possible results from the PC configuration which I have :D
10. Success!

As you can see that there is some particle effect on the above image

The following steps showing, how the particles have been added and through which source:
1. The first step is easy, open the same fractured mesh, in which the fractures have been edited.
2. Then select and open the tab from > Fragment Destroy Effects....(2)
3. Click the 'Find object in content browser' Button next to (<= green button)
4. While the chunks break, I noticed that there was no inside material to support like the outer polygons, wanted it to be of the same material as the outer one so I managed to find the same material of that rocks' and placed the settings with the particles.


5. Double-Click the the particle, and chose the particle system to add some detail to the stone.

6. I wanted to add some more particle effect and extra detail to the stone, so I managed to add another destroying effect.


Some of the extra static meshes which I've added are some small static meshes across the mountain rocks just to visually look better in terms of reality wise.. as you can see next to the rock on your left, there are bits of them surrounding the map area making the map look realistic. As just the lights in my opinion wouldn't make it so real!! (Every lights near the mountain area side and the entrance are part of my work and my idea)

The above image's name is "S_HU_Mech_SM_Light" as default from the content browser itself

No comments:

Post a Comment