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created Re: The Polycount UT3 Pack Thread
on 12-26-2007 04:06 PM
drew out a Polycount UT3 CTF map today, collecting ideas etc, seeing where all the appropriate static meshes are that i can use.
Its going to start life out as bsp so I can get the gameplay flow down. I'll be posting my process with occasional map downloads for testing and feedback. I may need some models if anyone is interested when i get towards the geometry pass stage.
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
2,255 Posts,
Join Date Jan 2005,
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created 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 :-(
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: The Polycount UT3 Pack Thread
on 12-26-2007 06:38 PM
Adam from what I have seen so far so-called cinematics characters support facial animation through facefx assets. However I don't think they are used during match and it's also good to note that even if some of them are available in the editor they are likely to never show up in realtime in the game since all the ingame cinematics have been rendered as videos anyways. Like if you open all the packages in the editor you'll find a couple cinematics characters but only the head texture and the body material for Malcolm, not his meshes.
Cool that Epic left a couple in the packages still (I suspect these are here because they define the body ragdoll/physics parameters, something that split appart charater bodyparts are linked to somehow. Just a guess.)
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
Location Irvine CA
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created Re: The Polycount UT3 Pack Thread
on 12-27-2007 12:10 AM
I think they´re used with the taunts.
"I dont believe in Triangles"
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, polycounter,
775 Posts,
Join Date May 2005,
Location Germany
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created Re: The Polycount UT3 Pack Thread
on 12-28-2007 05:23 AM
Ingame http://rol.planetquake.gamespy.com/UT_Megs2.jpg
Did a huge amount of fixing, now have to fix my uvw's for the UT 3 engine and then fix up my model. Geodaves export tutorial is pretty damn cool.
The one thing I found is that you have to rotate each mesh part -90 degrees and then lower them about -50 ish units in the UT3 editor. I guess its something to do with max file / rig that epic gave us. So if your model runs sideways like mine did just use the above coords [img]/images/graemlins/smile.gif[/img].
Greg
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created Re: The Polycount UT3 Pack Thread
on 12-28-2007 05:53 AM
Z: -51
Roll: -90
To be exact. [img]/images/graemlins/grin.gif[/img]
Nice work showster!
"I dont believe in Triangles"
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, polycounter,
775 Posts,
Join Date May 2005,
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created Re: The Polycount UT3 Pack Thread
on 12-30-2007 02:42 PM
Thanks slaught,
Geodave updated his tutorials on UT3, with this custom weapon tut.
http://www.ut40k.planetunreal.gamesp...tutorial_1.htm
Have fun
Greg
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created Re: The Polycount UT3 Pack Thread
on 12-30-2007 03:27 PM
Here is the final of my Zombie Head
I made a lot of changes
Mirrors:
http://download.beyondunreal.com/fil...zombie_ut3.zip
First UT3 Model at Skincity [img]/images/graemlins/smile.gif[/img]:
http://skincity.beyondunreal.com
Online play works, it seems that a new map needs to be started before all can see the model.
Most of the Headgear wont look good on him because his shape is much different from the normal heads and the head is more placed to the front.
I think he needs no Headgear, his beauty needs to be shown! [img]/images/graemlins/wink.gif[/img]
The Weapon Tutorials seems quiet easy, maybe i should try it [img]/images/graemlins/smile.gif[/img]
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, polycounter,
1,171 Posts,
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created Re: The Polycount UT3 Pack Thread
on 12-30-2007 09:07 PM
Having fun in UE3. Dont know if I want to make a level or just a scene yet. Still very much a WIP though. Some awesome stuff on this thread though =)

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, polygon,
609 Posts,
Join Date Nov 2006,
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created Re: The Polycount UT3 Pack Thread
on 12-31-2007 10:42 AM
Davidson, you left the 'blocked:true' tag in some of the head lines! I guess that was in order to have the special characters unlock along with their zombie versions but I had all the stock characters unlocked and when I installed your custom head, it wouldn't appear! Had to change the line myself :P
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
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created Re: The Polycount UT3 Pack Thread
on 12-31-2007 08:35 PM
Good stuff here, this game needs more custom content badly. I wish Epic would remember us PC users more often , but it shows how resourceful we are when it comes to making cool stuff.
Keep up the good work guys and gals!
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, null,
8 Posts,
Join Date Mar 2005,
Location California
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created Re: The Polycount UT3 Pack Thread
on 01-01-2008 05:23 AM
@ pior
The last 8 Characters in the code are only Bots, so you could play against a whole Zombie Team. The 2 namend "Zombie" are for player selection. But i dont know what you did wrong that they didt appear? :P
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, polycounter,
1,171 Posts,
Join Date Jan 2007,
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created Re: The Polycount UT3 Pack Thread
on 01-01-2008 11:02 AM
Oh okay! I don't know I just picked one line since I only wanted one zombie, turned out I picked a bot one :P I edited it anyways hehe.
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
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created Re: The Polycount UT3 Pack Thread
on 01-04-2008 12:46 PM
Anyone know what the polycount is for full characters in UT3? ...and how does that compare to UT2k4?
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, polycounter,
802 Posts,
Join Date May 2007,
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created Re: The Polycount UT3 Pack Thread
on 01-04-2008 01:19 PM
roughly 7000ish
ut2k3/4 was mostly 3000-4000
fine. If you don't want me to do art, then I won't.
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, dedicated polycounter,
1,348 Posts,
Join Date Sep 2007,
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created Re: The Polycount UT3 Pack Thread
on 01-04-2008 04:05 PM
Thanks...I figured the count was quite a bit higher with the new engine...back to work I guess.
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, polycounter,
802 Posts,
Join Date May 2007,
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created Re: The Polycount UT3 Pack Thread
on 01-05-2008 09:54 AM
you can also check out the UT3 sample characters on the udn mod website
http://udn.epicgames.com/Three/UT3Mods.html
look for the max files at the bottom of the page.
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
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created Re: The Polycount UT3 Pack Thread
on 01-07-2008 10:20 PM
Ok so HERE is the .TXT I was talking about that we should try and use for EACH ASSET one of us makes.
Please fill in the requested information to the best of your ability. If we can make the UT3 pack as informative/educational as possible the better so please offer up as much info as possible in the creation notes!
Thanks!
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, Administrator,
8,667 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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created Re: The Polycount UT3 Pack Thread
on 01-14-2008 05:51 AM
Nice idea adam, I'll use that on my stuff when I make something decent [img]/images/graemlins/smile.gif[/img].
I've uploaded a free video tutorial on getting characters ingame. You can get it from 3d-palace.com [img]/images/graemlins/smile.gif[/img]
Cheers
Greg
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created Re: The Polycount UT3 Pack Thread
on 01-14-2008 05:06 PM
did anyone already posted this?
http://www.utforge.com/index.php?page=31
for those who didn't buy the collectors edition i guess...
damn i wish there would be more information about the material editor
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, veteran polycounter,
3,278 Posts,
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created Re: The Polycount UT3 Pack Thread
on 01-15-2008 11:12 AM
Is this site legal? Did they have all rights?
This tutorials are from the Bonus DVD.
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, null,
10 Posts,
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created Re: The Polycount UT3 Pack Thread
on 01-18-2008 05:32 AM
How to create mod custom character .ini data the right way:
http://utforums.epicgames.com/showthread.php?t=598071
Mysterial also says that Custom faction support is coming in the next patch! That will hopefully make everything about characters, like materials shader and animations, mod able.
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, polycounter,
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created Re: The Polycount UT3 Pack Thread
on 01-18-2008 12:59 PM
A little bit of a SDK for the UT3 pack including Adam's .txt, the XSI scene file and the Photoshop file.
Download: ut3_goggles.rar
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, spline,
172 Posts,
Join Date May 2006,
Location Nelson, BC
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created Re: The Polycount UT3 Pack Thread
on 01-18-2008 01:54 PM
if my link is against the rules, please remove it.
Ok i've got a little problem. everytime i'm starting the Ued i have to reimport all my textures because the shader displays it only like a 512 map but it is actually a 2048, so is there a way to just preserve the initial settings?
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, veteran polycounter,
3,278 Posts,
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created Re: The Polycount UT3 Pack Thread
on 01-18-2008 04:27 PM
don't know if anyone saw this, but on gametrailers someone posted the entire UT3 modding DVD
http://www.gametrailers.com/player/u...es/147340.html
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
2,255 Posts,
Join Date Jan 2005,
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