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Old 02-28-2010, 01:26 PM   #1
barnesy
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Exclamation Custom UT3 Character

Hey guys heres a character I have been working on for a Uni module. Cant really think of a decent name at the moment. 'Prawn man' has been suggested many a times.
Heres the blueprints so you can get a feel for what style im going for

Front


Side
 
Old 02-28-2010, 01:34 PM   #2
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Heres a close up of him all ready for unreal (they grow up so fast)


For some reason it wont let me export any of the parts. I get the error 'Unmatching nodes' error. Ive looked on the UDN website and it seems to be a problem with the Hierarchy...but for some reason it works fine with the skeleton its skinned to. If you have a look at the image below youll see what i mean :S

Any suggestions crits etc are more than welcome on this thread
Thanks
 
Old 02-28-2010, 01:56 PM   #3
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Hi Barnesy nice start just one thing the wrists look a little strange i think if you pull the bottom of the arm plate down to meet the top of the wrist it will make the forearm look better . About your problem what i think it means is that a part of you mesh had no value in the skin weights and therefore is not connect to the hierarchy, even though the mesh might move with the skely try stretch the bones out to check for problem area's. Keep up the good work.
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Old 02-28-2010, 02:18 PM   #4
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Quote:
Originally Posted by Identity3D
Hi Barnesy nice start just one thing the wrists look a little strange i think if you pull the bottom of the arm plate down to meet the top of the wrist it will make the forearm look better . About your problem what i think it means is that a part of you mesh had no value in the skin weights and therefore is not connect to the hierarchy, even though the mesh might move with the skely try stretch the bones out to check for problem area's. Keep up the good work.


Thanks Identity3D. I never thought of that. I thought that if it deforms it works :\. You say about stretching the bones, would that not break epics fragile skeleton?
As for the wrist ill drag the armour itself down abit or reset the smoothing groups as that doesnt really help alot.
 
Old 03-01-2010, 05:30 PM   #5
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I would drag the edgeloops at the start of the forearm plate down as the distance between the forearm and wrist looks strange and it might also help you hide creases when bending the wrist, just an idea.

About the bones and stretching them i only mean this as a test in your 3d package and then resetting/undoing them back to the position you had them in before this will allow you to see were the missing skin weights or geo might be, all the tutorials i have watch about rigging and skinning do this as it halps then to see were the model might need more weights to allow the character/geo deform properly.

You should check out http://www.houseoftutorials.net/ and also his Veoh Link http://www.veoh.com/users/cannedmushrooms you will need to register to watch the full tutorials and its free he also goes through how to import the model to Unreal Editor.

Hope this helps.
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Old 03-06-2010, 02:06 AM   #6
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Texturing

Hey guys , today I have continued with thi project. I have managed to get the model into Unreal and test some animations. The problem I originaly had with exporting was leaving the biped in the scene (told you i was new to unreal haha)



He may be celebrating but im not :\
I have repaired the majority of verts in the hands and knees now. However his arms still deform horribly when he moves his shoulder blades in!

Anyway swiftly moving on , I have managed to unwrap the head which wasnt the easiest of tasks. I broke it into lots of sections with the hope of painting over these seams in ZBrush however the 3.5R3 polypaint UI is different to the 3.1 so I will have to play around with it as i dont kno how to change the size of the texture is saves.



The default is 1024x1024 with a depth of 30 which is creating a horrible finish in max.
 
Old 03-12-2010, 02:52 AM   #7
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Christ I havent updated in a while!

Heres the new armour variaton. The silhouette is musch smoother than the other armour set. Rather than having sharp angles and arials pointing out its very subtle. I Didnt change the arms and the hips because they tie the model together.
The arrows explain it abit better haha



Theres the armour.



I have also Unwrapped the changable parts.



Ill post an image of the UV template at somepoint so you can see the efficiency or inefficiency of my uv coordinates xD
 
Old 03-12-2010, 09:03 AM   #8
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Looking good so far. You just need some more edge loops around the elbows and wrists, this will help it deform better. You may also need to paint the skin weights (or whatever you call it in Max). But Definitely an edge loop or two on the wrists and shoulders. Oh and the normals on the boots and body armour need smoothing, but you may know that already.

Try posting some pics of the character with wireframes on a shaded model.Gives people a better idea of what they're looking at.

Just out of curosity, what is the poly count of it so far?
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Old 03-12-2010, 12:46 PM   #9
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Quote:
Originally Posted by Mordin
Looking good so far. You just need some more edge loops around the elbows and wrists, this will help it deform better. You may also need to paint the skin weights (or whatever you call it in Max). But Definitely an edge loop or two on the wrists and shoulders. Oh and the normals on the boots and body armour need smoothing, but you may know that already.

Try posting some pics of the character with wireframes on a shaded model.Gives people a better idea of what they're looking at.

Just out of curosity, what is the poly count of it so far?


Thanks Mordin,
I was thinking of adding additional edgeloops later on with the left over polycont. THeres nothing stopping me doing itn ow though iI suppose. Heres an image as you requested. For some reason it wont allow me to change the material on the arm from that white. I hope that itsnt a problem in the Unreal engine klater :\



Hes bang on 3,600 polys with the second armour variation and 3,446 with the orginal armour. I still have alot to pla with..I think
 
Old 03-14-2010, 02:37 AM   #10
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Hey guys , I finally have so progress on the texturing phase

Heres the finished head, id love to do more to it but I dont have alot of time sadly :(



Any crits are welcome

Cheers
 
Old 03-14-2010, 05:06 PM   #11
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ZBrush decied to work for more than ten minutes today
This morning I have managed to detail the rest of the mesh. Im going to do the extra parts in abit.



Heres a link to the original photo as the one above is rubbish!
http://i676.photobucket.com/albums/vv12 ... sculpt.jpg

Crits welcome again
 
Old 03-23-2010, 06:23 PM   #12
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Over the last few days I have managed to get the character working in the game engine. I had one issue with the ini file where I wasnt referencing the mesh locations correctly but I managed to sort that with the help of Mike Salom

Matching the models proportions to those of the male provided by Epic really paid off. Not only does the mesh animate smoothly but also the head mask and goggle parts for the iron guard classfit the character and fit the overall style of the character also.

Normal armour


Changalbe parts



WHen in game the iron guard goggles are black and dont have a texture. Has anyone else had this problem?

I am currently at the stage of baking the normal maps and ambient occlusion maps out in max. For some reasom my computer is very special when importing meshes from 3.5 so I am having to export them out in chunks.
On top of that 3.5 has a very special scaling issue where the models will appear pocket sized in max. Luckily this is a quick fix with adjusting the export paramaters.

Heres an example of bakes.Obviousl im going to have alot of fun compositing them in photoshop

Normalmap


Lightmap


I would show you more ingame screenies but for some reaon theyre coming out black :O
 
Old 04-08-2010, 02:30 AM   #13
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Heres a update with the texturing. Ive basically spent today sorting out the diffuse spec and emissive. For some reason the emissive is just white :s
However im not that fused becasue it creates a nice contrast throughout the model.



I still need to change the spec map abit as I want the black metal to recieve similar speular levels as the silver metal.



Tommorow I am going to texture the head and the changeable parts. I will also have to re write the ini file as my computer decided to delete it :\
I have also added some more detail to the head sculpt



Any crits are welcome
Thanks
 
Old 04-10-2010, 10:27 PM   #14
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Finally heres some progress as far as getting this project finished.
I have made a new ini file and there are afew problems at the moment.

original armour set


changeable parts


Portrait


Emissive maps and hoverboard


The only problem i seem to have is there is no neck on the model , its just black :S
 
Old 04-11-2010, 12:26 AM   #15
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The same problem seems to happen when selecting the spare parts. For some reason the original arms and thighs stay black but the original head is fine , with no neck ofcourse.



Any help ith this problem will be greatly appreciated
Thanks
 
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