Unreal Tournament 3 marks the return of the world's première first-person shooter. It unleashes the full power of Unreal Engine 3, taking graphics, gameplay, and challenge to a whole new level. Players engage in intense battles with other human players online, or against Unreal artificial intelligence that sets the industry standard. With the most powerful futuristic weapons and vehicles available, this is FPS action at its best!
Well this tutorials shows you how to create a static prop, UV,texture and getting it into Unreal 3.
Posted by hushpuppy on Mar 5th, 2008
Basic Props Modelling.
So this has been a lazy week and i havent got much work done. So instead of the normal update on the map all just post a quick tutorial for the guys that enjoy Unreal mapping.
So ill take you though the process of adding a static prop, how to texture it and how to get it ingame.
This tutorial require basic ( i mean basic) skills in UV mapping and Modelling inside applications like 3ds max and Maya.
So lets get this goin.
We begin with booting up 3ds max and model out a very simple shape, a good thing to do before you start modelling is check how big you need the model to be. Im in use of a 126x126 unit mesh. with a depth of 16.
I will model this with the default unit therefor i only need a box to be 128x128x16.
When that is done we convert it to and ediable poly and start working.
For the sake of the tutorial i maid pretty much the most basic mesh possible. Here is where you can really shine. There is practicly no limit on how many polys a static mesh can be. So if your a superb UV mapper you can go really crazy here.
Since im just in here for the simpelest doorway im gonna settle with this.
Remember, before you do anything further, reset the orientation of the model by rightclicking the spinners when in Move mode. the model have to be in 0,0,0 for everything to work properly with the pivot.
We will now apply a UV Unrwap modifier and start working with the UV's. If you dont know how to do this LOOK IN ANOTHER TUTORIAL. Beacuse this can be as deep as you want it, for my model ill be aditing the UV's for about....5 seconds.
And this is the results.
Now to export the UV's i suggest a plugin called Texporter, get it here. Cuneytozdas.com
So when that done load up the plugin and enter the same info i did (2). for a nice highres texture we are going to work with a 2048x2048 texture. (1)
Then click pick object and then click your mesh. (3)
Now, you will se a new UV box, here you will press the save button and save it as a .bmp anywhere on your hardrive.
We are done in max for now, but dont close it just yet. We will be needing it later.
Now open Photoshop or any image editing program and open the BMP.
You will now have something like this.
Time to paint our texture, this is also completly up to you and how you layout your UVmaps. You should be able to remember what faces are where on the image.
Ok now im done and here is the results.
Kinda rushed, but its still good enough. Now save and replace the old .bmp. Time to jump over to 3dsmax if you dont wanna make a normal map or any of that stuff for your model.
Now open the material editor back in max and assing the texture you just created to the diffuse slot, do a test scanline render and if everything matches up your good to go for exporting.
OK for the export we go to, FILE -> Export and export the file as .ase (important) and you would preferably name the model to something that matches the name of the texture.
After you press export a window will popup and you just click OK with default settings. You can now close max.
Time to take a short break and get some coffie. brb.
Ok back, time to open Unreal Editor and open your map up. Locate of create your package in the generic browser. And goto File -> Import and browse for your mesh.
And there it is ^^ Now dubble click it and goto Collision and just press the first one on the list for the most simple collision.
Now select the mesh and just rigthclick anywhere in the level and select "Add StaticMesh here.
Now there is is :D......wait wtf ? it dosnt look anything like the one i rendered in max? what the shit? Thats right you have to reassign the material inside UnrealED but unreal need moore than just a diffuse texture. In unreal we have to create a material. So in your generic browser in the same package as you place your mesh, rightclick and select "New Material".
And now is the time where the tutorial writer goes "Oh and before that you should have..." but no, just close the new material editor that just poped up. And in your Generic browser import the diffusemap just like you imported the mesh.
Now with all the textures in there open up the material you created before. ( remember material and texture is NOT the same thing.)
Ok try follow with me here, with the material editor open, go back to the generic browser and select the texture for your mesh. Go back to the material editor and HOLD T and press anywhere within the gray area. If you did it right a node will appear with your diffuse texture assigned to it. ( diffuse is a fancy word for color information ). Now....this part is a easy as clicking and draging. Click on the black box on the node you crated and guess what? drag it to the diffuse box on the material node.
This is how it looks.
Now im gonna cheat a bit. I acctuly maid a normal texture and a specular texture, if you know 3d and photoshop this wont be a problem, its as simple as importing the texture but instead of connecting the texture sample node to diffuse, you just plug it in to respective channel.
This is how my completed material looks.
Anyhow, save your package and dubble click the static mesh you got into the level to get the properties window, scroll down to rendering and click "Add new item" in the material section. Now select the material in the generic browser and click the little arrow to assign selected material. And WOPEDOO your done.
Looking sharp huh :P now go try it....while i sit here and uload all the images in this tutorial.....and help me god if there are to many symbols in the blog......nvm