Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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kat:
Yup, blocking out in Radiant is a quick way to build some basic shapes. Remember to keep the surrounding 'box' of the shape, UT doesn't like 'open' meshes so you have to make sure the tiles are complete and closed.

re: the img feature. You mean "width=[value]" in the opening "[img]" tag ("[img width=500]")?

silicone_milk:
So, that is to say, I need a backing to my mesh and I can't have it be a simple subdivded and deformed plane?

I was looking for information on whether it needed to be a "thick" mesh when brought in to the UDK or if it could be flat like it currently is. I couldn't find anything on the subject though and saw somebody use flat meshes in the construction of a U3 level so I figured I'd be ok doing it as well.

As for the images, I meant so where the image doesn't expand in the forum window but opens it like a link to bring you to the fullsize image so as to prevent distorting the layout of the thread.

@Ratty Redemption - thanks. I'm using the nDo plugin to draw out shapes for the normal map but there are some things I haven't figured out how to draw out in photoshop and have it look good (metal hinges)

kat:
The equivalent of LEM [lvlshot]? I don't think we've ever been able to do that have we? If you can see the 'attachments' panel when you post use that, otherwise just means wrapping the [ img ] tag with a [ url ].

I had wondered about that open mesh thing as well so went into the assets for a look some time ago, the only 'planes' I could find were decal type objects. I do recall reading something about it but can't remember where now (have a look over Hourences - if he's using open meshes then it's OK to do, if not then there will be a reason for it somewhere).

Having said that, closed meshes do have an advantage over deformed/shaped planes... the same object can have both a front and back side with different appearances, you just flip them around depending on what you want - window with shutters on one side, flip for window without - same asset doubles up.

ratty redemption [RIP]:
milk, understood and cool. also if you post your wip of the textures, we might be able to offer some advise. i'm surprised by how much i can use blender for normal maps, even ones that are going to be used on 2d type surfaces, ie what we'd normally use a 2d to normal converter for.

silicone_milk:
Yeah, you can bake some cool stuff pretty quickly in Blender if you're fluent with modeling techniques. Unfortunately I have a hard time getting the shapes I want made quickly to bake in to a normal map when using Blender which is why I'm stoked on this nDo plugin.

It's super quick to make normal map details and you can make details from selected areas, painted areas, and even paths in photoshop. And you can move the resulting normal map detail around (rotate, scale, translate, etc...) and the entire normal map automatically gets updated with correct normal info.

@Kat - spent all day trying to find information on the flat vs thick mesh subject. The only reason I see that a flat mesh could be a problem is that if it's using a single-sided material then the backside can let light through the mesh (this isn't a problem if you've designed the mesh with it having it's backside closed off with other meshes somehow).

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