Thanks for the confirmation. They seemed to look right, but I have always created basic normal maps. When you say... "Take a close look at the normal map or at the green channel only."... do you mean just to plug the green connector from the Texture Sample expression into the Normal input?
@ LPS
You're welcome. Hopefully they will work for you. I need to learn how to make better models and figure out how to texture them, but given the pack is coming to a close and the holidays, that learning time won't come soon enough.
I replied in a UDK thread today about modeling and I said to another forum member (since he said he used Blender) that it would be nice to have a "Blender group". For all of use who use Blender and either the UT 3/UDK editor. The idea would be the same thing we have in this thread, but hopefully more people?
There are 3 options on how you decide who can join.
Public - open to everyone. There is no restriction on who can join or who can post messages to it
Invite Only - require an invitation to be sent to join them. Invitations can only be sent by the group creator or forum moderators and administrators. Invitations are sent by clicking 'Pending & Invited Members' at the bottom of the page for that individual group
Moderated - open to everyone to join but messages need to be moderated before they will appear. They are moderated by the group creator and the site moderators and administrator
I am a little worried about the public option as people can join and maybe cause problems (griefers).
The invite only might make it hard for people to join, which leaves Moderated as the best option? Just to make sure people stay on topic.
Should I create this and if so, what option do think is best.
EDIT: I "pulled the trigger" and created the group and called it Unreal Blenderheads. leiterJakab sent me a PM (he was the guy in the thread) and said he would be interested.
I created it as a public group as it looks like you can change it later. Hope to see you guys there.
It will probably replace this thread as a means to communicate what we have learned in Blender. But if we get more people involved, that can only be a good thing? Time will tell.
-- Edited by Odedge on Wednesday 16th of November 2011 07:25:25 AM
-- Edited by Odedge on Wednesday 16th of November 2011 07:37:51 AM
I agree Moderated seem like the best idea but will take alot of work. Perhaps start as moderated and then a wait if its necessary - it may not be but best be sure.
Thanks for the confirmation. They seemed to look right, but I have always created basic normal maps. When you say... "Take a close look at the normal map or at the green channel only."... do you mean just to plug the green connector from the Texture Sample expression into the Normal input?
Actually I was talking about gimp or photoshop or any other 2d prog that allows you to watch the channels separately - sorry, just forgot to mention that.
I joined the Bledner group. Moderated sounds good to me, just to have the possibility to edit/delete posts in certain situations.
The following picture is more to practice the work flow/pipeline more than modeling techniques.
The mesh on the left is a bit more complex than the picture shows. The one on the right is extremely simple (with open faces where they connect). Each has 3 materials applied to them.
While having 3 materials isn't ideal, it may be needed for some meshes. The current ASE exporter now supports multiple materials (as stated before), but the specifics have changed a bit.
Also, when I was UV mapping the meshes, the textures weren't showing correctly in Blender. I finally figure out how to properly display multiple textures on 1 mesh. This way, I have a better idea how they will look once they get into the editor.
I didn't expect that you guys like wooden objects so much but mentioning the asian themed meshes of UT3 it's quit obvious why you do so. I am going to make more models anyway so I will put those wooden meshes into a package to share it with you.
Cheers.
-- Edited by mAlkAv!An on Monday 30th of January 2012 10:23:47 PM
I'm also interested in those. Unreal uses wood boxes, treasure chests and barrels, if you could create some (like the barrel above) that would come in handy for LPS' and for my remake! They would be great as meshes for these destroyable objects, so could you also make some broken wood maybe? Just a small request but I think LPS and me could need them.
1. I didn't think that you like those wooden meshes so much 2. After you talked about "asianthemed" wood meshes (in UT3), I knew why you like the 'regular' wood meshes.
Thanks for the suggestion odedge, I will take a look into prefabs. If you talk about mixing planks do you mean inside blender, so that each piece of fence is still a single mesh in UE3?
For now I use a base file with straight planks, already unwrapped. I put some of them together and give them an individual look by varying length/Thickness/rotation and adding irregularities like skewed caps or broken spots. Afterwards there is only some uv relaxing to be done.
This stone is supposed to be a millstone, like this one or this.
-- Edited by mAlkAv!An on Wednesday 1st of February 2012 10:03:48 AM
I really like the barrles and buckets. What is the stone thingie on the ground. Also, a small suggestion... to make the fence wood planks separate from each other, so you can mix and match as you need to. It's easy to create Prefabs anyways.
Keep up the great work and you might want to post this in Unreal Blenderheads, to help out the cause.
For the fence, create a couple different vertical posts and a few horizontal pieces of wood and let the level designer mix, match and scale. They can then create a prefab in the editor and duplicate them as a whole section.
Do you know if a prefab is handled like a single static mesh in UE3? Because usually each sm will increase the number of draw calls (if not instanced, as far as i know).
In the end I will make multiple versions of the fence for more variation. That nesseccary because I want to use ao maps for the models.
-- Edited by mAlkAv!An on Thursday 2nd of February 2012 09:58:18 AM
Do you know if a prefab is handled like a single static mesh in UE3? Because usually each sm will increase the number of draw calls (if not instanced, as far as i know).
In the end I will make multiple versions of the fence for more variation. That nesseccary because I want to use ao maps for the models.
I don't think so as it's really an easy way to duplicate existing meshes that are arranged a certain way.
I was watching a youtube vid yesterday about a level set in a dungeon & I thought of Malk awesome assets so we could build some old theme maps with them. I always love old theme maps.
Malk, I just wanted to mention for the second time that I love everything you've made so far :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Here's another model that I just made in Blender, a damaged/broken jersey concrete barrier.
(504 tris; concrete textures from cgtextures, 2048²px diffuse + normal map (for the screenshots); textured in photshop and mudbox; highpoly in mudbox; screen taken in UDK with static lighting, reference pic)
So, as I had (finally) a tiny little bit more sparetime I decided to get further into modelling but ran across a few issues, however, I don't want to mention too many things in public as I'm not sure whether I want to release the things I intend to create yet, as they shall be mainly for the purpose of practise and I don't intend to spark interest in something that's maybe not gonna see the light of the world if you get what I mean. Don't want people to get hyped about something that won't be released (yes, that means I will finish my maps ROFL! ).
It has mainly to do with exporting stuff, finding the right exporters (using 2.57) so I can import static meshes into UDK and UT3 and a few questions regarding UV mapping and animations.
I intend to use the experience to maybe create a few models for my U1HD project, maybe a Nali rabbit or a Manta (which I would share with LPS then of course), but also to gain experience at all as I have plans to get into the industry one day.
Should I post a private thread regarding that or do you think it would be better to do that via chat? I'm on xfire in case anybody would be willing and able to help me, you can find me in the UOF group. I'm still learning Blender, so don't be surprised what concerns the quality of the stuff I make and my rather poor knowledge.
-- Edited by Sly. on Friday 25th of May 2012 06:51:55 PM
Thanks for the links! That's actually the ase-exporter I use, the problem though is that it doesn't work... no idea why. The previous version I had, v1.4 I think, just resulted in errors when trying to export, the current one I used which shall be "fixed", v2, can't be selected in the preferences. No idea why, I just can't tick the box.
-- Edited by Sly. on Saturday 26th of May 2012 06:57:02 PM
-Make sure you have the most recent versions of blender and exporter ( 2.63a Blender & v2 exporter)
-When installing exporter make sure that the old script has been deselected and removed before installing the new one.
-If this fails does it also happen when installing other scripts? (Script catelog)
-If that fails try regressing to an older script. (however I think the recent script answers a compatibility issue with the new Blender(2.63a) so going back to the previous version of Blender and script also would be required).
Hopefully that helps somewhat?
-- Edited by Achernar on Saturday 26th of May 2012 11:14:21 PM
I'll have to use the latest Blender then I guess, it said that it should also work now under 2.63a, but as the script always worked on 2.5-versions I assumed that would be the case, guess I seemed to be wrong. ^^' I'll report my observations in an hour or so. Thanks for your help!