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created The Polycount UT3 Pack Thread
on 12-16-2007 03:43 PM
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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, Administrator,
8,662 Posts,
Join Date Oct 2004,
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created Re: The Polycount UT3 Pack Thread
on 12-16-2007 08:33 PM
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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, veteran polycounter,
4,950 Posts,
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created Re: The Polycount UT3 Pack Thread
on 12-16-2007 08:41 PM
Anyone willing to host the CE videos? There's gigs worth...
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, Administrator,
8,662 Posts,
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created Re: The Polycount UT3 Pack Thread
on 12-16-2007 09:04 PM
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, triangle,
322 Posts,
Join Date Apr 2005,
Location Irvine, CA
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created Re: The Polycount UT3 Pack Thread
on 12-16-2007 09:50 PM
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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, triangle,
322 Posts,
Join Date Apr 2005,
Location Irvine, CA
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 02:28 AM
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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, veteran polycounter,
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 03:59 AM
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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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 09:38 AM
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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, triangle,
314 Posts,
Join Date Jan 2005,
Location South Carolina
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 10:16 AM
I should be able to contribute some tutorials over the xmas break.
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 03:16 PM
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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, veteran polycounter,
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 05:25 PM
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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, triangle,
424 Posts,
Join Date Nov 2004,
Location Big Tex
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 05:47 PM
[ 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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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 06:06 PM
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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, triangle,
424 Posts,
Join Date Nov 2004,
Location Big Tex
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 08:08 PM
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.
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, dedicated polycounter,
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created Re: The Polycount UT3 Pack Thread
on 12-17-2007 09:38 PM
Ha! The DomWar 2 characters sounds like an awesome start [img]/images/graemlins/wink.gif[/img]
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, Administrator,
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 10:37 AM
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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, polycounter,
1,171 Posts,
Join Date Jan 2007,
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 10:55 AM
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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, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 03:50 PM
Nice stuff guys! Can't wait to update this and nail the export process. [img]/images/graemlins/cool.gif[/img]
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 04:09 PM
[ 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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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 05:01 PM
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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, polycounter,
758 Posts,
Join Date May 2007,
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 06:32 PM
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 06:40 PM
nice work davision [img]/images/graemlins/smile.gif[/img]
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 07:14 PM
sweet vahl. playable? [img]/images/graemlins/smile.gif[/img]
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, veteran polycounter,
3,443 Posts,
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created Re: The Polycount UT3 Pack Thread
on 12-18-2007 08:38 PM
badass!
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created Re: The Polycount UT3 Pack Thread
on 12-19-2007 12:38 AM
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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, veteran polycounter,
4,950 Posts,
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