Tuesday, June 9, 2009

INTERACTIVITIY IN UT3: TIPS

LEAVE QUESTIONS AND TIPS FOR INTERACTIVITY IN UT3 IN THE COMMENTS BELOW.

LIGHTING IN UT3: TIPS

LEAVE QUESTIONS AND TIPS FOR LIGHTING IN UT3 IN THE COMMENTS BELOW.

VIDEO EDITING IN PREMIER: TIPS

LEAVE QUESTIONS AND TIPS FOR VIDEO EDITING IN PREMIER IN THE COMMENTS BELOW.

MODELING IN 3DSMax: TIPS

LEAVE QUESTIONS AND TIPS FOR MODELING IN 3DSMax IN THE COMMENTS BELOW.

MODELING IN SOLIDWORKS : TIPS

LEAVE QUESTIONS AND TIPS FOR MODELING IN SOLIDWORKS IN THE COMMENTS BELOW.

MATERIALS IN UT3: TIPS

LEAVE QUESTIONS AND TIPS OF MATERIALS IN UT3 IN THE COMMENTS BELOW.

STATIC MESH TEXTURES: TIPS

LEAVE QUESTIONS AND TIPS ON TEXTURES FOR STATIC MESHS IN THE COMMENTS BELOW.

MODELING FOR UT3: TIPS

HEY ALL, HERE IS SOME TIPS ON MODELING:

1. WHEN YOU SAVE OUT OF SOLIDWORKS CHECK OUT THE OPTIONS BOX, YOU CAN ALTER THE DETAIL LEVEL THERE AND IT HAS A HUGE EFFECT ON THE NUMBERS OF POLYS OF THE SAVED STL.

2. THE LOWER THE POLYS THE BETTER, I WOULD RECOMEND A REASONABLE LIMIT OF 30,000 FOR EACH MESH. HOPEFULLY A LOT LESS.

3. ANYTHING THAT IS A COMPONENT THAT CAN BE USED AGAIN AND AGAIN SHOULD BE MODELED SEPERATELY, UT3 DEFINITELY LIKES MULTIPLE USE OF ONE STATIC MESH THAN MULTIPLE DIFFERENT ONES. THIS WILL PROBABLY EFFECT JULES' POLES.

4. KIMBERLEY, IT'S FINE (EVEN GOOD) THAT YOU ARE GOING OVERBOARD WITH THE STACK MODEL. LARGE ELEMENTS THAT ARE SUCH AN INTEGRAL PART OF THE SITE SHOULD HAVE MORE DETAIL.

5. SMALL, AND PERIPHERAL, THINGS CAN BE MODELED WITH LESS DETAIL.

6. AS JULES NOTES THERE REALLY IS NO POINT IN COMPILING ALL THE SOLIDWORKS PARTS TOGETHER IN AN ASSEMBLY AS THEY GET SAVED AS STL'S SEPERATLY ANYWAY. BRING THEM TOGETHER IN 3DSMAX.

5. YOU CAN OPTIMISE IN 3DSMAX, USING THE OPTIMISE MODIFIER, BUT THIS WILL REALLY ONLY HELP WITH CURVING SURFACES. ORTHOGONAL SURFACES WILL BE OPTIMISED WHEN SAVED OUT OF SOLIDWORKS AND ANY ATTEMPT TO OPTIMIZE THEM FURTHER WILL ALTER THE GEOMETRY...POSSIBLY SIGNIFICANTLY. HOTKEY "7" WILL GIVE A POLY COUNT.

6. REMINDER OF THE EXPORT > IMPORT PROCESS

A) IN SOLIDWORKS BEFORE YOU SAVE CHANGE THE UNITS TO INCHES
B) SAVE AS *.STL FROM SOLIDWORKS (TRY ALTERING DETAIL SETTINGS UNDER OPTIONS)
B) IMPORT INTO 3DSMAX AND MAKE MINOR SCALE ADJUSTMENTS AS NECESSARY. SCLAE AGAINST A BOX 90 x 50 x 35.
C) CREATE A MATERIAL BY ASSIGNING A TEXTURE (USE A UT3 COMPATIBLE TEXTURE, I RECOMEND ONE OF YOU CREATE A CHECKER TEXTURE 512 x 512 THAT YOU CAN ALL USE. THIS WILL HELP YOU TO SEE THE LEVEL OF DETAIL IN THE TEXTURE ON YOUR OBJECT i.e. IT'S EASIER TO SEE THE UV's WHEN IT'S NOT AN HOMOGONOUS TEXTURE, LIKE YOUR BOXBOARD IDEA) TO THE DIFUSE COLOUR CHANEL OF A STANDARD MATERIAL.
D) ASSIGN THE MATERIAL TO THE WHOLE OBJECT (I'M RECOMENDING A SIMPLE MODEL WITH JUST ONE MATERIAL AS A GOOD STARTING POINT).
E) CHECK SHOW MATERIAL IN VIEWPORT IN THE MATERIAL EDITOR (HOTKEY = M TO OPEN THE MATERIAL EDITOR)
F) APPLY A UVW MODIFIER. ADJUST TO SUIT.
G) BRING TO A BOIL. KIDDING.
H) EXPORT AS A *.ASCii FILE. CHECK BOXES TOP LEFT 2, BOTTOM LEFT 2, MIDDLE TOP 1.
I) IMPORT TO UT3. GENERIC BROWSER > FILE > IMPORT.
J) OPEN IN STATIC MESH BROWSER. UNDER "LOD" UNCHECK ALL COLLISION TYPES EXCEPT "SIMPLE LINE COLLISION". WE MIGHT MAKE COLLISION BOXES LATER IF THIS LEVEL OF COLLISION (THE HIGHEST) GET TOO MUCH FOR OUR COMPUTERS TO HANDLE IN GAME.
K) ASSIGN YOUR "BOXBOARD" MATERIAL TO THE MATERIAL SLOT.

DONE

LEAVE QUESTIONS AND TIPS FOR MODELING IN THE COMMENTS