FYP: Creating the Remaining Assets Part 2

Final Year Project

Power Transfer Conduit Area

The final area of the complex to be created was the area where the power transfer conduits lead away from the warp core sending power to the rest of the ship.

The conduit itself was fairly straight forward to model, due to the symmetry of the shape the model was able to be textured using a quarter of the space. The centre space on either side of the conduit was unwrapped independently to allow for the glowing material that travels across in UDK.  In Photoshop a masked alpha channel was created in order for the glowing power material to affect only the required area.


Within UDK material was created using a ‘Panner’ plugin mixed with the emissive power texture and masked alpha channel in the diffuse map to create an effective animated pulse traveling down the mesh as seen above. Do to the way the model was unwrapped when the mesh was placed end to end the appearance of a seamless pulse travelling down several was achieved.

The PTC corridor area was created in quarters in order to maximise texture space.

The larger outer wall segment was created and textured using tillable metal and ribbed textures.

From that model, the “wing” shape was created from in order to create a perfect snap between the models in USD. The wing mesh is textured using predominantly the ribbed texture on the exposed panelling. A small arm was created so when the model was placed in the final scene it would appear to be supporting the power transfer conduit.

Finally a simple cap mesh was created for the end wall, which was snapped together from the edges of the wall mesh to ensure a perfect snap in UDK.

Lightmass & Emissive Materials

Once the final scene had been constructed it was time to enable the emissive lighting properties for use with Lightmass.

The advantage of this system allows the user to enable the emissive lighting on a per model basis, including the option to choose the resolution of the baked light map, how far the emissive lighting will travel away from the object and being able to choose how much an influence a particular emissive object has.

Below, the finished environment is shown with only the lighting available. The baked static lighting from the blue ceiling lights and orange strip lights along the wall provide a great level of detail as well as the lighting provided by the LCARS consoles.

emissive light baking


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