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Making custom meshes and models
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Fri Apr 10, 2009 12:00 pm    Post subject: Making custom meshes and models Reply with quote

I'm looking into making some custom meshes and models for a few things and I have never made them before so any advice is helpful. I have a feeling Hybrid may be my man on this topic..... :-)
I know it's a broad subject so what I need to know is the best programs to use for what...that would help a lot!!

Thanks,
Bass
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Fri Apr 10, 2009 12:55 pm    Post subject: Reply with quote

I wrote an old tutorial about ex/importing models.. but since that method glitched the mesh. ShadowHunter posted on this forum a topic about how Dots ex/imports meshes, heres the link:

http://pvso.net/~hypernl/viewtopic.php?t=958

I used the same method to im/export the Xan MarkII and WarMachineBoss Skeletal meshes from ut, other then those 2 importing skeletal meshes is nothing else but impossible, (As far as i know).
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Fri Apr 10, 2009 1:10 pm    Post subject: Reply with quote

Yea I saw that when it was posted, thxs Mental but I'm really more interested in making custom one's not just importing one's from another source like UT.

Thanks again for the input :-)
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Fri Apr 10, 2009 4:56 pm    Post subject: Reply with quote

it can take months or even years to learn that. however, if you wanna try you can try 3DSMax or MilkShape 3d.
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Hybrid



Joined: 07 Mar 2005
Posts: 193
Location: TZ Warp Forge

PostPosted: Sun Apr 12, 2009 6:55 am    Post subject: Reply with quote

The real trouble with modeling is not actully making a model. The real problem is the program to use. We have an abundance of Mappers, Skinners and scripters due to the fact Unreal ED comes bundled free of charge. Most modeling programs are bloody expensive and I, personally, am a cheap bastard.
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gizzy



Joined: 23 Apr 2006
Posts: 37

PostPosted: Sun Apr 12, 2009 10:58 am    Post subject: Reply with quote

Amen to that man. My friend is doing 3-D design over at college and got me a free copy of 3ds Max 9 and Milkshapes

I'd love to learn how to model for Unreal, but it just seems so difficult. If someone who does know could create a tutorial for using Milkshapes, I'm sure it would solve a hell of a lot of problems.

I've seen tutorials for mapping (Every damned aspect of it)
I've seen tutorials for Modding (Coding and simple mods)
I've also seen tutorials for importing (Textures, meshes ect...)

All that's left is modeling and animating for Unreal (Which sounds like the hardest part IMO)
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Apr 13, 2009 12:30 pm    Post subject: Reply with quote

Hmm..... thanks for the input guys but maybe someone with mesh and model experience will answer the question. I know TentacleHunter has both but he stays real busy and I was hoping to get a basic answer JUST about the best/favorite programs to use and I'll go from there.

Thxs again,
Bass
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Apr 13, 2009 9:48 pm    Post subject: Reply with quote

Yea 3DSMax and MilkShape 3d, and mesh and model are the Same XD
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gizzy



Joined: 23 Apr 2006
Posts: 37

PostPosted: Mon Apr 13, 2009 11:56 pm    Post subject: Reply with quote

Mental, about the Newxan model you said you exported, how did you get the animation files? I can't seem to export them from UTPT.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Apr 14, 2009 7:59 am    Post subject: Reply with quote

i used that method shadow posted, which he got from dots. I have them on my site, it also includes the WarMachineBoss Model:

http://mentalcoop.webs.com/SkeletalMeshes.zip
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gizzy



Joined: 23 Apr 2006
Posts: 37

PostPosted: Tue Apr 14, 2009 12:40 pm    Post subject: Reply with quote

Thanks Mental, but it's all glitchy in mesh view, never mind.

Your tutorial on your site helped me to export the Boss model (At long bloody last), I just had to change some bits to make it work, mostly rotation. The team textures aren't set up and some animations aren't fixed, but it's usable. It's on my site if you want a look.

I'm gonna try exporting the other models from UT too, and hopefully fix the animations on the Boss (taunts and dodges)
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mental-HunteR



Joined: 05 May 2006
Posts: 363
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PostPosted: Tue Apr 14, 2009 2:37 pm    Post subject: Reply with quote

it won't. And it isn't glitchy. I use that very same models online and they seem to look fine.
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gizzy



Joined: 23 Apr 2006
Posts: 37

PostPosted: Tue Apr 14, 2009 3:16 pm    Post subject: Reply with quote

Hmm, must be my UnrealED. I've been having some problems with it recently anyway.

I've fixed the sounds on the Boss and imported the Team textures (Updated on my site)

Now I need to write an INT for the textures and fix some death animations.
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Tue Apr 14, 2009 3:40 pm    Post subject: Reply with quote

isnt glitchy you say? remember tnalimesh Mental?
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Apr 14, 2009 3:44 pm    Post subject: Reply with quote

Yea but that is LOD. Skeletal meshes don't glitch so fast, specially those New Xan II en the WarMachineBoss.
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