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	<title>VIKTOR LIDÄNG</title>
	<atom:link href="http://www.viktorlidang.se/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.viktorlidang.se</link>
	<description>environment artist and game developer</description>
	<lastBuildDate>Mon, 24 Oct 2011 18:45:37 +0000</lastBuildDate>
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		<title>Now available for pre-order!</title>
		<link>http://www.viktorlidang.se/2011/09/10/now-available-for-pre-order/</link>
		<comments>http://www.viktorlidang.se/2011/09/10/now-available-for-pre-order/#comments</comments>
		<pubDate>Sat, 10 Sep 2011 06:17:09 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[The Haunted]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=1093</guid>
		<description><![CDATA[The Haunted: Hell&#8217;s Reach is now available for pre-purchase on Steam. The official pricing is US 19.99$, EU 9.99€ and UK 8.99£. Pre-purchase the game here! The game is still planned for release on 25 of October so look forward to a lot of new screenshots and gameplay trailers in the coming month!
]]></description>
			<content:encoded><![CDATA[<p>The Haunted: Hell&#8217;s Reach is now available for pre-purchase on Steam. The official pricing is US 19.99$, EU 9.99€ and UK 8.99£. Pre-purchase the game <a href="http://store.steampowered.com/app/43190/" target="_blank">here</a>! The game is still planned for release on 25 of October so look forward to a lot of new screenshots and gameplay trailers in the coming month!</p>
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		<title>Achievement Unlocked!</title>
		<link>http://www.viktorlidang.se/2011/08/31/achievement-unlocked/</link>
		<comments>http://www.viktorlidang.se/2011/08/31/achievement-unlocked/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 10:22:59 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[The Haunted]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=1062</guid>
		<description><![CDATA[It&#8217;s finally official: we found a publisher for The Haunted. This huge and complex modification project that has been going on for years is finally almost &#8230; done! The game will be published by THQ and will be released on PC this October. Later on the plan is to release the game on consoles as well. For more detailed information [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s finally official: we found a publisher for The Haunted. This huge and complex modification project that has been going on for years is finally almost &#8230; done! The game will be published by THQ and will be released on PC this October. Later on the plan is to release the game on consoles as well. For more detailed information see the official website <a href="http://www.hells-reach.com" target="_blank">www.hells-reach.com</a>. For me, I could not be happier, because in a matter of months I can finally PLAY this game with friends and fans. Stay tuned for more news as we get closer to release. For now check out the brand new (and kind of cheesy) official trailer over at <a href="http://vimeo.com/28294726" target="_blank">Vimeo</a>.</p>
]]></content:encoded>
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		<title>Warhammer</title>
		<link>http://www.viktorlidang.se/2011/03/14/warhammer/</link>
		<comments>http://www.viktorlidang.se/2011/03/14/warhammer/#comments</comments>
		<pubDate>Mon, 14 Mar 2011 20:05:55 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Medieval Weapons]]></category>
		<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[Study]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=949</guid>
		<description><![CDATA[My second stab at creating some medieval weapons! Like the first one I&#8217;m trying to keep the wear balanced and sane so that the slider does not go all the way to maximum. The previous weapon, the flanged mace, was just one material this one is comprised of two types: wood and metal. It is a lot simpler than the [...]]]></description>
			<content:encoded><![CDATA[<p>My second stab at creating some medieval weapons! Like the first one I&#8217;m trying to keep the wear balanced and sane so that the slider does not go all the way to maximum. The previous weapon, the flanged mace, was just one material this one is comprised of two types: wood and metal. It is a lot simpler than the flanged mace since I steered away from adding any kind of ornate details. I just wanted to focus on the two types of materials and the overall shapes. Not everything has to be super detailed to look good. That is really what I&#8217;m challenging myself  with. There&#8217;s a lot of stuff that could improve with this one but I really felt that it was just picking up dust and I needed to move on to other projects. <img src='http://www.viktorlidang.se/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img src="http://www.viktorlidang.se/gfx/warhammer01.jpg" alt="" width="600" height="663" /></p>
<p><br class="spacer_" /></p>
<p><img src="http://www.viktorlidang.se/gfx/warhammer02.jpg" alt="" width="600" height="464" /></p>
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		<title>Flanged mace update</title>
		<link>http://www.viktorlidang.se/2011/02/03/flanged-mace-update/</link>
		<comments>http://www.viktorlidang.se/2011/02/03/flanged-mace-update/#comments</comments>
		<pubDate>Thu, 03 Feb 2011 06:06:56 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Medieval Weapons]]></category>
		<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[Study]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=929</guid>
		<description><![CDATA[Alright, here is an update on the weapon study project and another successful attempt at updating this blog more often. Yesterday was spent on two things: finding the right feel for the material and tweaking the various baked maps to enhance or clarify detail. What you see below is still quite basic just my base metal diffuse and specular with [...]]]></description>
			<content:encoded><![CDATA[<p>Alright, here is an update on the weapon study project and another successful attempt at updating this blog more often. Yesterday was spent on two things: finding the right feel for the material and tweaking the various baked maps to enhance or clarify detail. What you see below is still quite basic just my base metal diffuse and specular with some baked normal and ambient occlusion maps thrown into the mix. I think the baked maps came out really great and I feel I&#8217;m going in the right direction.</p>
<p><img src="http://www.viktorlidang.se/gfx/flangedmacewip2.jpg" alt="" width="600" height="572" /></p>
<p>However, modern game graphics dictate that I add lots of wear and tear to this weapon (my brain naturally wants me to do it too!). Preferably some rust too and maybe give it a bend to make it more interesting. But I&#8217;m trying to walk a line which is somewhere inbetween the photographic reference and game art. I want to make it interesting without making it too worn. You know, people probably took care of their possesions all those years ago. Having a worn, torn and rusty weapon was probably not the best way to win in a battle. Its a different kind of challenge than what I&#8217;m used too. What I&#8217;m rambling about is that I&#8217;m trying to go for a more subtle wear than the traditional gritty wear and tear look of todays games.</p>
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		<item>
		<title>Weapon study</title>
		<link>http://www.viktorlidang.se/2011/02/01/weapon-study/</link>
		<comments>http://www.viktorlidang.se/2011/02/01/weapon-study/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 20:30:05 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Medieval Weapons]]></category>
		<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[Study]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=906</guid>
		<description><![CDATA[Hello there. I&#8217;m going to try and do a few studies on modelling and material feel. I&#8217;ll be doing a few medieval weapons starting with a steel flanged mace. The next one will most likely be a weapon where wood and metal interact. I&#8217;m also pondering if I should do various versions of the same weapon. For example one in [...]]]></description>
			<content:encoded><![CDATA[<p>Hello there. I&#8217;m going to try and do a few studies on modelling and material feel. I&#8217;ll be doing a few medieval weapons starting with a steel flanged mace. The next one will most likely be a weapon where wood and metal interact. I&#8217;m also pondering if I should do various versions of the same weapon. For example one in pristine condition and one that is worn. Haven&#8217;t decided on that yet though. I&#8217;ll be posting more shots as soon as it&#8217;s textured and ready.</p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/macerender.jpg" alt="" width="600" height="600" /></p>
<p style="text-align: center;">Flange mace high poly render</p>
<p style="text-align: center;"><img src="http://www.viktorlidang.se/gfx/flangedmacewip.jpg" alt="" width="600" height="705" /></p>
<p style="text-align: center;">Low poly with baked normal maps</p>
]]></content:encoded>
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		<title>Prototyping</title>
		<link>http://www.viktorlidang.se/2011/01/29/prototyping/</link>
		<comments>http://www.viktorlidang.se/2011/01/29/prototyping/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 16:26:18 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[Sufferfield]]></category>
		<category><![CDATA[Project Sufferfield]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=864</guid>
		<description><![CDATA[As usual I&#8217;m quite slow on the updates. Between work and being a parent I try to do my best on the game front. Right now I&#8217;m actually trying to PLAY some games and not just develop them. Quite refreshing, you should try it too! In the previous post I mentioned that I was working on a little game project [...]]]></description>
			<content:encoded><![CDATA[<p>As usual I&#8217;m quite slow on the updates. Between work and being a parent I try to do my best on the game front. Right now I&#8217;m actually trying to PLAY some games and not just develop them. Quite refreshing, you should try it too! In the previous post I mentioned that I was working on a little game project on my own called &#8220;Sufferfield&#8221;. I&#8217;ve been wanting to do this project for a long time. My personal goal with this project is to go through all steps in a game development process and learn as much as I can about what makes a game work. Right now, as you can see below, the game is just an early prototype featuring a green t-pose guy and all. The look, style and approach for this project is due to change. I have a lot of ideas to implement and stuff to tweak.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/sufferfieldprototype.jpg" alt="" width="600" height="375" /></p>
<p style="text-align: left;">In other news I&#8217;m in the works of finally finishing up the portfolio part of this website. So it can actually really be called a portfolio. Just gathering screenshots and going through what I have and so on. I plan on doing some kind of work related post too: to show some things I&#8217;ve done on MilMo. But that will require clearing some things with people at work first.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/revolvercompilation.jpg" alt="" width="600" height="480" /></p>
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		<title>Bunch of new stuff</title>
		<link>http://www.viktorlidang.se/2010/11/30/bunch-of-new-stuff/</link>
		<comments>http://www.viktorlidang.se/2010/11/30/bunch-of-new-stuff/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 18:48:25 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[Sufferfield]]></category>
		<category><![CDATA[The Haunted]]></category>
		<category><![CDATA[Project Sufferfield]]></category>
		<category><![CDATA[Screenshots]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=709</guid>
		<description><![CDATA[The last months I have been focusing on completing &#8220;Abandoned Mine&#8221; for The Haunted: Hells Reach. No, wait. I have actually been focusing on getting my computer back from Apple! It took them about 2 months to iron out the problem and actual send me back a functioning computer. I have lost a lot of time waiting but the level [...]]]></description>
			<content:encoded><![CDATA[<p>The last months I have been focusing on completing &#8220;Abandoned Mine&#8221; for The Haunted: Hells Reach. No, wait. I have actually been focusing on getting my computer back from Apple! It took them about 2 months to iron out the problem and actual send me back a functioning computer. I have lost a lot of time waiting but the level is finally in a state of more or less done. I predict changes and additions and most importantly improvements as soon as we really start to playtest it. But in the meantime I&#8217;m back on improving what needs improving. Yesterday I redid the lava material. The original lava felt too much like a thin fluid and it needed to be more like thick hot lava.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/TheHauntedLavaMaterial.jpg" alt="" width="600" height="350" /></p>
<p style="text-align: center;">New lava material in UDK</p>
<p style="text-align: left;">I have somehow been able to free up some time for a personal project which will go under the name Sufferfield until there is some more substance to it. It&#8217;s a project I have been wanting to do for a very long time. It&#8217;s a simple game focused on action, shooting stuff and having fun. I plan on doing most of the work with key elements being handled by a few friends. I will post a lot more about this project as it progresses. Until then I leave you with two shots of a revolver and knife. Kind of work in progress but also kind of done <img src='http://www.viktorlidang.se/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/sufferfieldrevolver.jpg" alt="" width="600" height="291" /></p>
<p style="text-align: center;">Revolver</p>
<p><br class="spacer_" /></p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/sufferfieldknife.jpg" alt="" width="600" height="291" /></p>
<p style="text-align: center;">Just a knife</p>
<p><br class="spacer_" /></p>
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		<title>The Haunted: Hells Reach trailer</title>
		<link>http://www.viktorlidang.se/2010/09/11/the-haunted-hells-reach-trailer/</link>
		<comments>http://www.viktorlidang.se/2010/09/11/the-haunted-hells-reach-trailer/#comments</comments>
		<pubDate>Sat, 11 Sep 2010 15:46:25 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[The Haunted]]></category>
		<category><![CDATA[Trailer]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=668</guid>
		<description><![CDATA[After a long time of stealth development we are finally ready to show some of what we have been working on. And the feedback been great! Cliff Bleszinski wrote about us on his twitter and our announcemant has been featured on many of the most popular gaming sites. People seem to like what they see. I hope we can deliver the game to the [...]]]></description>
			<content:encoded><![CDATA[<p>After a long time of stealth development we are finally ready to show some of what we have been working on. And the feedback been great! Cliff Bleszinski wrote about us <a title="on his twitter" href="http://twitter.com/therealcliffyb/status/24122821617" target="_blank">on his twitter</a> and our announcemant has been featured on many of the most popular gaming sites. People seem to like what they see. I hope we can deliver the game to the players as soon as possible. Until then here is the brand new trailer.</p>
<br /><img src="http://i.ytimg.com/vi/rKapeU8MCW8/0.jpg" alt="media" /><br />

<p><br class="spacer_" /></p>
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		<title>Behind the scenes #3</title>
		<link>http://www.viktorlidang.se/2010/08/28/diversity-using-modular-pieces-part-3/</link>
		<comments>http://www.viktorlidang.se/2010/08/28/diversity-using-modular-pieces-part-3/#comments</comments>
		<pubDate>Sat, 28 Aug 2010 20:29:29 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[The Haunted]]></category>
		<category><![CDATA[Workflow]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=526</guid>
		<description><![CDATA[In this post I&#8217;d like to go through some tips and tricks to help spice up your environments. I used the same tricks to create Abandoned Mine for The Haunted. See my previous &#8220;Behind the scenes&#8221; posts for more information regarding the creation of Abandoned Mine.
Before you start working on a level I think it is a good idea to put up some guidelines [...]]]></description>
			<content:encoded><![CDATA[<p>In this post I&#8217;d like to go through some tips and tricks to help spice up your environments. I used the same tricks to create Abandoned Mine for <a title="The Haunted" href="http://www.hells-reach.com" target="_blank">The Haunted</a>. See my previous &#8220;Behind the scenes&#8221; posts for more information regarding the creation of Abandoned Mine.</p>
<p>Before you start working on a level I think it is a good idea to put up some guidelines about placement of assets, painting of material types, the color of light and so on. An example of a visual guideline could be that grass should be placed close to rock modules touching terrain to make the rock modules feel grounded. Guidelines can also directly affect the gameplay of your level. How is your levels light colored? Maybe blue light should always be used for passage ways and red light could be used to mark areas with power ups. Having some well-laid guidelines will help the general impression of your level.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/vertexpaint01thumbnail.jpg" alt="" width="600" height="353" /></p>
<p style="text-align: center;">Rock modules placed and lit. Terrain layer added</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/vertexpaint02thumbnail.jpg" alt="" width="600" height="353" /></p>
<p style="text-align: center;">Painted and raised the terrain to blend better with the rock modules</p>
<p>Let&#8217;s start out with the first image. Now, this is a simple layout with a couple of rock modules some light and a terrain layer. The problem with this shot is the blend between the foot of the rocks and the ground texture. What I usually do is to start with raising the terrain so it connects more naturally with the rock modules. The terrain layer is a simple but powerful ally. Don&#8217;t rush and try to fully utilize the few but powerful terrain tools to get your blend right. With the smoother height blend it looks better. However, the contrast between the rock and ground texture is still very apparent.</p>
<p style="text-align: center;"><img src="http://www.viktorlidang.se/gfx/vertexpaint03thumbnail.jpg" alt="" width="600" height="353" /></p>
<p style="text-align: center;">The same rock texture for the rock modules is used to paint on the terrain</p>
<p style="text-align: center;"><img src="http://www.viktorlidang.se/gfx/vertexmapsthumbnail.jpg" alt="" width="512" height="512" /></p>
<p style="text-align: center;">The two rock textures blending</p>
<p>The next step is to add some texture variation. I used the same rock texture for the ground that I used for the rocks themselves. Paint on the raised terrain and focus on making a nice gradient from rock to sand. You can mix in more than one texture if you want. I used a third texture of some gravel for the last image. This way my blend goes from rock to gravel to sand. Think about the guidelines for your level. Where should you use your materials?</p>
<p style="text-align: center;"><img src="http://www.viktorlidang.se/gfx/vertexpaint04thumbnail.jpg" alt="" width="600" height="353" /></p>
<p style="text-align: center;">Two unique rock textures are blended between to create variation</p>
<p>If you are making a level that uses the same rock modules a lot it can be a good idea to think about vertex painting the modules. Since Abandoned Mine takes place mostly inside I created two different rock textures for the rock modules. Make sure the textures have some nice contrast and don&#8217;t look too much like each other. Just like I mentioned in my previous posts about the rock modules it is very important that you take your time when creating assets that will be used a lot. When I was satisfied with my textures and had the materials set up I proceeded to vertex painting my rock modules to blend between my two textures and create more variation. This can be a slow step if you have a lot of modules placed on your level. But it is, like all previous steps, important to take your time. Take a break if it gets too boring and return later with virgin eyes.</p>
<p style="text-align: center;"><img src="http://www.viktorlidang.se/gfx/vertexpaint06thumbnail.jpg" alt="" width="600" height="353" /></p>
<p style="text-align: center;">You can further help the blend by adding some simple new meshes</p>
<p>Now we have some nice blending going on between the rock modules and the terrain layer. The rock modules themselves are vertex painted to give some needed variation. At this point I proceeded to adding grass and some detail rocks. Think about the placement of these assets to maximize their potential. Grass can be placed close to your rock meshes to help make them feel more grounded, or rooted. The smaller rocks can be placed to directly affect the shape of your rock modules. From this point you can just continue adding more assets relevant to your level or tweaking things like placement and light.</p>
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		<title>Tutorial: Lookup Table</title>
		<link>http://www.viktorlidang.se/2010/06/27/tutorial-lookup-table/</link>
		<comments>http://www.viktorlidang.se/2010/06/27/tutorial-lookup-table/#comments</comments>
		<pubDate>Sun, 27 Jun 2010 20:12:42 +0000</pubDate>
		<dc:creator>Viktor</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://www.viktorlidang.se/?p=472</guid>
		<description><![CDATA[Here is a quick tutorial on how to create and apply a LUT for your level using the Unreal Development Kit. Read more about Color Grading and Lookup Tables at UDN. You need the Neutral LUT as an uncompressed image file. I have made it  available here.

#1 Start of by cleaning your current level from any post-process effects / [...]]]></description>
			<content:encoded><![CDATA[<p>Here is a quick tutorial on how to create and apply a LUT for your level using the Unreal Development Kit. Read more about Color Grading and Lookup Tables at <a title="UDN" href="http://udn.epicgames.com/Three/ColorGrading.html" target="_blank">UDN</a>. You need the Neutral LUT as an uncompressed image file. I have made it  available <a title="here" href="../../projects/tutorials/LUT_Neutral.tga" target="_blank">here</a>.</p>
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<p><strong>#1</strong> Start of by cleaning your current level from any post-process effects / scene effects. We want a scene only affected by the lighting.</p>
<p><strong>#2 </strong>Make sure you have the Neutral LUT applied as a Color Grading Lookup Table in the World Properties.</p>
<p style="text-align: center;"><a href="http://www.viktorlidang.se/gfx/tutorials/TutorialLUT02.jpg"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/tutorials/TutorialLUT02.jpg" alt="" width="600" height="353" /></a></p>
<p style="text-align: center;">Scene using standard Neutral LUT</p>
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<p><strong>#3</strong> Take one or more screenshots of your level. Make sure you are in &#8220;Game View&#8221; mode when you do this. The shortcut for &#8220;Game View&#8221; is G.</p>
<p><strong>#4 </strong>Load the screenshots into a Photoshop document. Get the Neutral LUT above and put it on top of your screenshot layers in Photoshop. You should have something like the image to the left.</p>
<p><strong>#5</strong> You can now start applying different adjustment layers and effects. Place all adjustment layers at the top of your layer structure so they affect both your LUT Layer and your screenshot layers. You now get a pretty accurate representation of how it will look in-game.</p>
<p><strong>#6</strong> Whenever you feel ready copy your LUT Layer. Make sure you don&#8217;t lose the adjustment effects. A good way is to select the LUT Layer and press CTRL + Shift + C. This makes a copy of your selection as if it was a flat merged image. Paste this into a new document. It should automatically be sized as a 256&#215;16 if you did the select and copy process correctly. Save this document as an uncompress TGA 32-Bit.</p>
<p style="text-align: center;"><a href="http://www.viktorlidang.se/gfx/tutorials/TutorialLUT01.jpg"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/tutorials/TutorialLUT01.jpg" alt="" width="600" height="353" /></a></p>
<p style="text-align: center;">Simple layer layout in Photoshop to easily edit and modify your LUT</p>
<p><strong>#7</strong> Import it into the UDK and make sure you set the LODGroup to TEXTUREGROUP_ColorLookupTable. Apply your LUT in the World Properties dialog and go into &#8220;Game View&#8221; mode. You should now be looking at your scene with your LUT applied correctly.</p>
<p style="text-align: center;"><a href="http://www.viktorlidang.se/gfx/tutorials/TutorialLUT02.jpg"><img class="aligncenter" src="http://www.viktorlidang.se/gfx/tutorials/TutorialLUT03.jpg" alt="" width="600" height="353" /></a></p>
<p style="text-align: center;">Scene using a custom bright and desaturated LUT</p>
<p style="text-align: center;"> </p>
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