Re: The Polycount UT3 Pack Thread
on 12-26-2007 04:17 PM
well, I did it kind of dumb :-( (and I really REALLY need to change my account name ... I haven't been called animeboy since highschool :-| )
I just declared my pieces all as the same mesh. So my head, my, boots, my arms, ect are all the same piece of geometry. The problem to doing this, is you have like ... 8 instances of your character ontop of each other and the material gets really REALLY bright, and if you have an extremly complex character you'll probably make the game go in the fritz.
The other way to do it,
Create 2 animation packages. 1 that is your model skinned to a rig, and another that's 1 triangle skinned to your rig. Just have your head declared as your head, and have the "dummy triangle" declared as the other 7 pieces.
The I really haven't had too much luck with the second method ... When I went into the game, I wouldn't be playing as my custom character. Sometimes he does shoe up, but 10% of the texture doesn't show properly ...
edit: I think the material is all on my end though. I haven't set up my UVs and texture sizes to match UT3's system.
edit2: yeah the second method works. I just squished my characters UVs and used the top half of a 2048 X 2048 texture and my material displayed correctly. The withdrawl is that you basically have 2048 X 1024 pixels of space your entire character :-(