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Old 05-05-2009, 08:00 AM   #11 (permalink)
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Sampson: I did indeed know you were doing a connon, I even found your reference image for you..
They're quite different though really

Guybrush: You're allowed to model highpoly models and bake them indeed

Last edited by Tiros; 05-05-2009 at 08:03 AM.
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Old 05-05-2009, 08:03 AM   #12 (permalink)
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Quote:
Originally Posted by Grizzly3D View Post
No rendering?? Does that mean i have to put this baby into an engine? Anyone got a tutorial to get the model + textures into UnrealEd 3?
Just Printscreen it from your modelling app.
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Old 05-05-2009, 08:05 AM   #13 (permalink)
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Quote:
Originally Posted by Tiros View Post
Guybrush: You're allowed to model highpoly models and bake them indeed
Cheers for the swift response
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Old 05-05-2009, 08:20 AM   #14 (permalink)
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Cannon Fodder!!

Okay, here is my attempt, i could probably make it look better if i stuck it in UE3, only just used that 3DSMax shader, not sure if I've done it right.. :S

TEXTURE MAPS
(50%)
Diffuse Map - 1024x1024
Normal Map - 1024x1024
Specular Map - 1024x1024

INFORMATION
Completed in 75 minutes
Diffuse, Specular and Normal

RENDER
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Old 05-05-2009, 09:05 AM   #15 (permalink)
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Grizzle, I get the feeling the Max shader you used doesn't support spec/normals in realtime, they don't appear to be showing at all in your screenshot. Have you tried using the shader linked on the previous page, and making a nice lighting setup for it?
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Old 05-05-2009, 09:12 AM   #16 (permalink)
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Well that was fun!

Some parts are a bit rushed but I like how it turned out overall.



Maps

As you can see I used a seperate map for the AO. I just didn't feel like unwrapping the model better. And Tiros' unwrap wasn't very AO friendly to be honest. Placing the AO on a 2nd UV channel like I did is not how you should do it normall for props like this.
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Old 05-05-2009, 09:35 AM   #17 (permalink)
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Quote:
Originally Posted by Censored- View Post
Grizzle, I get the feeling the Max shader you used doesn't support spec/normals in realtime, they don't appear to be showing at all in your screenshot. Have you tried using the shader linked on the previous page, and making a nice lighting setup for it?
Hey, yeah i used the one linked up there ^. But like you said, somethings not working. I wouldn't know how to setup lights though, no idea on that front. :S
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Old 05-05-2009, 10:20 AM   #18 (permalink)
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hey was just wondering if someone could link me to either a thread or an actual tut or even just telling me how to work with textures in UT3 editor. I can import the model in as a .dae file. I've managed to create a material within the editor, but can't figure out how to apply files for the texture maps and how to connect it to a mesh. Does it have to do with referencing?
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Old 05-05-2009, 10:37 AM   #19 (permalink)
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After importing the mesh and the textures, and creating a material, select a texture, one by one, and hit "T" and mouseclick on the background of the material node-setup, or drop a texture-node in there, not quite sure what it's called.

Plug all your textures in to their respective nodes, and then add the material to your model by going into the properties of your model through the egeneric browser, expand the lod-menu to your right, and eventually you'll get to a material-slot. Select your material in the generic browser, go back to the model properties and hit the small green arrow in that selection box.

That should do it, and if you still don't understand, then I guess someone'll have to dig up a tutorial. Should prolly be one in the Big Tutorials Thread though
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Old 05-05-2009, 10:47 AM   #20 (permalink)
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- Double click on your imported mesh to open up the above window.
- leave the window in the back and open up the generic browser.
- Select the material you want to apply
- Click on the mesh window
- Then click on lod info and go down like I did.
- Where it says material click the green arrow.
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