Author : jdvi


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adam's Avatar
Old (#1)
Post your UT3 pack contributions here. Ask question, get answers, make something beautiful and useful.

And..... go!

Here's the original post for anyone wondering what the heck this is all about:
http://boards.polycount.net/showflat...c=1#Post254448
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pior's Avatar
Old (#2)
Hmmm not quite sure if the following truly belongs to PnP but I thought I'd share the results of my reference hunting.

materials in Roboblitz UEd3, fast and easy
Hourence material tutorial
ini tweaks - useful for screenshots
UDN UT3 mods page - incl. folders and naming conventions
UDN ActorX for 3DSMax
UT3 character models structure
Custom character tutorial
UT3 Xan custom character model

Hope it can get stuff started. Also the CE video tutorials are a great resource esp for advanced material nodes - covers emmissive textures, fresnel efects aso.
Also, make sure to check the necris guys armor in editor. These meterials have cubemap reflections, fresnel shaded skintones and others all in one node setup. Nice!

Besides I have a question. When I fiddled with Roboblitz some time ago a special sky/fake GI light was available. Now in the UT3 version of the editor only pointlight is accessible. Is it hidden someshere else? Also if someone knows a good testmap to throw static meshes meshes in it'd be great. I am curious to see something similar to the GoW headshots that epic released a couple years ago. With dynamic shadows!
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adam's Avatar
Old (#3)
Anyone willing to host the CE videos? There's gigs worth...
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dom's Avatar
Old (#4)
This guy has some of them uploaded at gametrailers

http://triggz.gametrailers.com/gamep...action=fanmovs
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dom's Avatar
Old (#5)
I fixed up a quick head basemesh for anybody who needs one. It's pretty hi-res so might be best to adjust the base level to the right proportions you want before subdividing.

No UVs. There's an OBJ file and I also included a ZTL file with eyeballs.



http://www.dominicqwek.com/downlaod/dombasemesh_02.zip
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pior's Avatar
Old (#6)
Regarding materials I now have a shader with colorizable rimlight, fake sss and hopefully other fancy things soon. Will post it later if anyone interested. Here with 512*512 maps two default lights and one Roboblitz skylight.



Wooo.
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adam's Avatar
Old (#7)
pior, post away!

It would be neat if this 'UT3 pack' included not JUST 3D greatness but shader magic as well.
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Ozymandias's Avatar
Old (#8)
I won't have time to get started until after the 1st of the new year, but I will be getting started then. This sounds like a lot of fun to me.
I don't wanna cram pimpage...
Trying to again be an Environment Artist
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Jesse Moody's Avatar
Old (#9)
I should be able to contribute some tutorials over the xmas break.
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Emil Mujanovic's Avatar
Old (#10)
Thanks for the basemesh, dom. Will have to have a sketch with that in mudbox over the Christmas break.

Pior, you're a Maya guy right? I haven't really done much research in regards to bringing in characters into the UE3 as of yet. Was just curious what kind of exporters/importers you used (if this info is in links you posted above, then disregard my question and I'll be sure to read through them during the Christmas break).
Shader stuff would be great too, dude!

Jesse, anything you got to contribute, man, I'm sure would be a great help.

Now to just make some time and actually open the editor and watch through all those VTMs. Then get to making some art!

-caseyjones
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struve's Avatar
Old (#11)
We should get all our DomWar guys together in one large Character pack. It would be a new class called Polycounters or something.
Also you guys are welcome to any of the models on my site for this, just let me know what you want.
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Jesse Moody's Avatar
Old (#12)
[ QUOTE ]
We should get all our DomWar guys together in one large Character pack. It would be a new class called Polycounters or something.
Also you guys are welcome to any of the models on my site for this, just let me know what you want.

[/ QUOTE ]

Could be cool unless there are multiple rigs that need to be made and thus multiple animations.
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struve's Avatar
Old (#13)
I think it would involve lots of skinning and costume animations for characters that are off the wall. Most of them from what i remember would work with the existing rig.
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IronHawk's Avatar
Old (#14)
I'll be working on a set of terraced cliff faces that are modular and can be used to do levels similar to the way the nwn1 editor worked. Seems like it would be useful for the mod community for mapping and also a good exercise for me.
www.Jhall3d.com

"Poly want a brewski?" - Ferg
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adam's Avatar
Old (#15)
Ha! The DomWar 2 characters sounds like an awesome start [img]/images/graemlins/wink.gif[/img]
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Davision3D's Avatar
Old (#16)
Heres are some screens of my Zombie head in the game:

Only the Diffuse and the Normal textures are working ingame, the other textures are only see able in the character customization, if someone figures out how to make all textures work ingame please let me know.
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cholden's Avatar
Old (#17)
awesome stuff, gang!

I'm planning an UT3 map. I've started making some materials (see below), and have UT3, but need a new pc to do anything with it.


quick render in max ("I have 100 of the same book," says the wizard.)
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Showster's Avatar
Old (#18)


Nice stuff guys! Can't wait to update this and nail the export process. [img]/images/graemlins/cool.gif[/img]
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moose's Avatar
Old (#19)
[ QUOTE ]
Besides I have a question. When I fiddled with Roboblitz some time ago a special sky/fake GI light was available. Now in the UT3 version of the editor only pointlight is accessible. Is it hidden someshere else? Also if someone knows a good testmap to throw static meshes meshes in it'd be great. I am curious to see something similar to the GoW headshots that epic released a couple years ago. With dynamic shadows!

[/ QUOTE ]

in the ActorClasses Browser, go to Light > Skylight.
Select it, click in a viewport, hold A, and click... whammo! Or you can select it, right click, and add actor, whichever floats your fancy [img]/images/graemlins/smile.gif[/img] There are Spotlights, Point Lights, and Directional Lights there. If you expand the class, and select the "moveable" you'll get a dynamic light.

Adjusting the properties of the light and mesh to cast dynamic shadows, and increasing the shadow properties will also get cleaner shadows.
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katana's Avatar
Old (#20)
boy they really improved unreal ed...I saw the game in target tonight, but like other's have echoed...I'm gonna need a better comp for it...
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vahl's Avatar
Old (#21)
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rooster's Avatar
Old (#22)
nice work davision [img]/images/graemlins/smile.gif[/img]
www.redprodukt.com
Rich Make Game! twitter: @RichMakeGame
"You can't edit nothing"
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bounchfx's Avatar
Old (#23)
sweet vahl. playable? [img]/images/graemlins/smile.gif[/img]
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moose's Avatar
Old (#24)
badass!
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pior's Avatar
Old (#25)
Okay some more info. If you want to use existing Epic content as a guide for your own, esp for shader authoring you will notice that its locked. You can create a copy of an existing package under a new name and call it your own but it will not let you import static meshes to it aso.

Workaround :
http://utforums.epicgames.com/showthread.php?t=585462

Basically :
-Duplicate the desired package, ie coolepicpackage.upk, to a new file. Exemple : mypackagerocks.upk
-Open mypackagerocks.upk
-Go to the log tab in the generic browser
-Type in :
obj savepackage file=blargh package=mypackagerocks

Package is now unlocked.
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