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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Fri Apr 10, 2009 12:00 pm Post subject: Making custom meshes and models |
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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
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Posted: Fri Apr 10, 2009 12:55 pm Post subject: |
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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
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Posted: Fri Apr 10, 2009 1:10 pm Post subject: |
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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
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Posted: Fri Apr 10, 2009 4:56 pm Post subject: |
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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
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Posted: Sun Apr 12, 2009 6:55 am Post subject: |
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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. _________________ Long live Unreal! -Hybrid
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gizzy
Joined: 23 Apr 2006 Posts: 37
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Posted: Sun Apr 12, 2009 10:58 am Post subject: |
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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
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Posted: Mon Apr 13, 2009 12:30 pm Post subject: |
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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
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Posted: Mon Apr 13, 2009 9:48 pm Post subject: |
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Yea 3DSMax and MilkShape 3d, and mesh and model are the Same XD _________________
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gizzy
Joined: 23 Apr 2006 Posts: 37
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Posted: Mon Apr 13, 2009 11:56 pm Post subject: |
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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
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Posted: Tue Apr 14, 2009 7:59 am Post subject: |
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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
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Posted: Tue Apr 14, 2009 12:40 pm Post subject: |
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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 Location: The Netherlands
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Posted: Tue Apr 14, 2009 2:37 pm Post subject: |
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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
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Posted: Tue Apr 14, 2009 3:16 pm Post subject: |
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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
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Tue Apr 14, 2009 3:44 pm Post subject: |
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Yea but that is LOD. Skeletal meshes don't glitch so fast, specially those New Xan II en the WarMachineBoss. _________________
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