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View Full Version : New to Unreal Modding....


Beroc-LOD
03-11-2003, 04:19 AM
Hi guys,

You could say I am learning some of this stuff. What I decided to do is jump my ordinary ship, which happens to be creating car models, and go for a "bigger fish". So I hunted around on the internet, and came across http://www.conceptart.org, which is a really cool site for some really cool guys to display thier stuff, and the art of a certain Nathan Campbell, who produced some very good art... Namely, this one, for the purposes of this thread.

http://www.lod3d.net/pic/nathan-campbell-2b.jpg

So I got the bright idea, I would make him into an Unreal Tournament model, being as I have that, and could play with it in the end, that would be a cool thing.

Now I am not trying to make a perfect copy of it, just something similar to it. partially cos I am just not that good, and that is WAY too many polygons for gaming to get it perfect.

The big purpose of this for me isnt so much the modeling, I know I can do that, maybe not perfectly, but I get by. My aim is to skin it, and learn how to create models for Unreal. After all, cars are great, but if no one is around to drive them, then they loose thier appeal.

That all being said, here are some work pics of the model, a simple wireframe, a mapped version and a lit version using the tutorial from http://www.bobotheseal.com .

http://www.lod3d.net/pic/rob1.gifhttp://www.lod3d.net/pic/rob2.gifhttp://www.lod3d.net/pic/rob3.jpg

whew... alot of work summed up in a few pics...

Crits and comments are welcome.

And the question of the day is what size map is preferable in UT2k3?

Hellwolve
03-11-2003, 10:27 AM
I don't have much to say about the model, except for that the head needs to be a bit rounder IMHO. I know you said the concept is just inspiration, but the rounder head could give it just a little bit more.

And the map size in UT2003 is 1024X1024 most of the time.

Sorceror Bob
03-11-2003, 12:48 PM
very good choice for a practice model

with robots, you very rarely have to worry about the limbs deforming properly. Therefore you skip a potentially lengthy and irritating part of rigging your character :)

Texture map, I think ut2k3 uses two 1024*1024, one for the body and one for the head.. Maybe two 512's would work best for you? Thats what I'd do anyways :P


Nice work, and good luck with getting it into the game.

SPyDeR WeBz
03-11-2003, 02:02 PM
The chest part of the checker board pattern is not completed or is it?

When i use the checker-board i tend to keep trying to perfect the checker board pattern so that skinners and myself don't have to deal with much stretching.

Apart from that i like how the model fits with the mesh, you had to create the back sides of the whole model or did the artist layout a model sheet for you?

Looking good and i see you've been hella busy lately keep it up:buttrock:.

Cya
SPyDeR

Beroc-LOD
03-11-2003, 03:48 PM
Good thing I didnt have it all so tightly wedged together that it would make it a bitch just to get it back apart... DOH!!!!!

LOL
Thanks for the info guys, I will see what I can do... :)

CADster
03-11-2003, 04:08 PM
when did you start using a checker pattern ;)

overall, very sweet. I hope you go with a manga/anime skin ... numbers, arrows .. maybe even a pepsi logo :)

Beroc-LOD
03-11-2003, 05:59 PM
I had to use the checkerboard to judge deformation on the mesh from the skin. I would have a devil of a time if I had to skin it all deformed, so it was a logical step. Rather then using the checker as a size guage, I use is solely to prevent abnormal deformation. I tried as best I could to keep the sizes of the parts as close as possible.

I decided to go with two 512x512 maps as suggested, giveing the head, neck and internal torso to one, the rest to the other.

Since this particular model will have scaring and burns on it, I decided to make the head whole on the map. as opposed to splitting it in half.

here are the two initial maps ready for skinning... lots of little pieces, as there are lots of little pieces on the original model.

http://www.lod3d.net/pic/bothead.jpg
http://www.lod3d.net/pic/botbod.jpg

Now, as far as the head map goes, should I opt to make the head as halved peices? or should I just go with it as it is? Also, should I increase the head size, and reduce the torso size, giving more detail to it?

At this point I could do any of that, as the model is almost ready to be skinned.

Comments please.

Hellwolve
03-20-2003, 06:05 PM
My 2 $ on the mapping.

Because it's artficial, it doesn't matter if it looks mirrored. If it would be organic, you'd need to have to make the whole face, so you could make some small imperfect spots.

Like I said, just my two cents ;)

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