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Looking for complete Mesh Import Tut for UE3.
Hi guys. I'm looking for a tutorial that covers the following:
1) Creating a collision body in 3DS
2) Unwrapping it. (If there is a specific way to do so for UE3)
3) Exporting it properly as an ASE.
4) Importing the Mesh into UE3 properly (with included collision body & texture coordinates)
5) Importing the texture and the preferred texture format.
6) Applying texture in UE3. (I know how to create a material with textures, but would like to make sure how to apply this material so that the mesh accepts it)
I've seen a lot of tuts, some with some but not all info. It's like a keep finding bits and pieces of what I need to do spread apart different tuts, but all are inconsistent.
Last edited by Flybye; 12-07-2007 at 11:31 AM.
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UT40K -
UT3 Tutorials - Characters - Weapons -Vehicles
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Thanks Geo. Pretty much the same info I have seen in other tuts, but this one actually had the names of the collision model and the actual model and how they should be named.
That helped solve the collision problem! Guess I'll be reading up on how to unwrap textures now. Thanks.
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Hi geodav,
Ok, I've been able to import a mesh into UE3 with its collision model. I had the item textured, and I "baked" the texturing into a TGA. I also imported that TGA into UE. I made my material to use that texture, and I applied it to the mesh.
Problem is, the material is not laying itself over the entire mode. It is basically placing the material on each poly instead of wrapping the material on the entire mesh. Following that tutorial almost exactly (except that I simply edited a current material to use the mesh's texture), it seems he didn't even adjust any other settings. He applied the texture and it instantly wrapped itself around the entire mesh.
Where could I possibly be going wrong?
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ok it sounds like you haven't done the uvw map properly, go here http://www.game-artist.net/forums/sp...echniques.html if you've done that it might be you haven't set the ase export correctly or the material setup in max is wrong, could please post a screenshot from max and one from UE3 as this could help me find whats going wrong
UT40K -
UT3 Tutorials - Characters - Weapons -Vehicles
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Well, here are the 3ds settings.
3DS Print Screen
All I'm currently doing is:
1) Render to an image using the "Render to Texture" command with all options same as it came up.
2) Save the image as a TGA
3) Save mesh as an ASE using stock options, too.
I know the baked image is a bit broken up, but this is just a simple object and I'll probably worry about it later. For now, I'd just like to get it at least to texture properly in UE.
UE screen shot, well, not much different. I make sure the texture is imported as a diffuse, mesh I use all stock options. I create a material using the texture, and then I apply it to the model. I don't adjust any of the settings.
Last edited by Flybye; 12-09-2007 at 02:57 AM.
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ok, try collapsing the mesh after RtT, on export remove the tick from vertex colours, make sure your using the texture that is in the texture slot of the RtT in this case objStaticMeshActor99DiffuseMap.tga . let me know how your doing
UT40K -
UT3 Tutorials - Characters - Weapons -Vehicles
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Nope. Still nothing. 
I followed these instructions:
http://www.artbyjessemoody.com/ue3_tut1.html
and judging by his export settings, they are the same as mine. I collapsed the mesh and it did not help, either. 
I'm sure there is a specific little detail that I am missing.
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It uses map channel 7?...
Bit much? You're after channel 1. UED uses 1 by default, your mesh does not, it will not show up correctly.
Might also need to collapse or place edit poly on top.
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Oh, I forgot to say thanks! Using channel 1 has given me the results I seek!
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