Once all my assets were in the scene I first added collision to it, so I could walk through my scene and be stopped from falling through the floor, or walking though the vehicle and diorama. One problem however was that the collision stopped me from being able to walk through the door frame, however this wasn't too big of an issue as I would not need to walk through there at this stage. If it ever came to the point which this may be used in a real level then I may go in and try and sort the problem out, but as it stands I do not think I need to worry about this.
After this I placed lighting in, I first placed a sky light in to light the entire scene, I then added a spot light that would allow for shadow. After playing around with it for a while and deciding what time of day to make it, I decided to keep it around mid day so there was a fair bit of light to light the entire scene and to still cast shadows.
Here is one layout for my textures applied to one mesh.
Here is the collection of assets all in seperate folders. I have a folder for the materials, meshes and the textures. I feel this helps organise everything and not make this space to cluttered.
Here is a screen shot of what my scene looks like, you can see the lights involved as well as the player spawn point. I also added in fog to hopefully try and add a darker mood to the scene. Instead it added more of a gradient to the background, but I think this still works better than having a black background or one with a random sky that doesn't fit into the scene properly/.
Here is an in game shot of my model, I am standing inbetween the building and vehicle with collision turned on.
Here is a screenshot from in Maya with the wire frame turned on, poly count showing and the outline showing.
Here is the final beauty shot for my scene in game in UDK.
I'm very happy with this and feel the end result turned out well.
During the summer I will practice in UDK more as I enjoyed using it once I understood the basics.














































