UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

Report RSS UT3 Character Tutorial, Part 1 3ds max setup

Setting up a character for exporting from 3ds max to UT3

Posted by on - Basic Other

UT3 Character Tutorial
Part 1 3ds max setup

To start of
download the UT3 characters from
Udn.epicgames.com Characters, load the
UT3_male.max file, accept all changes, now right click in a viewport
and click on unhide all now open the select objects dialog and select
the meshs shown and delete them, this will leave you with the base
skeleton you 'll need to make a human character. save the file with an
unique name eg: UT3_human_skeleton.max

a

Before you split your mesh into section it's a good idea to make sure your uvw maps fit into the regions set by epic
UT3 character uv regions
Head Texture
head - HeadRegions(0)=(SizeX=2048,SizeY=1024)

eyes+mouth - HeadRegions(1)=(OffsetY=1024,SizeX=256,SizeY=256)

mouth - HeadRegions(2)=(OffsetX=256,OffsetY=1024,SizeX=256,SizeY=256)

neck
cut - HeadRegions(3)=(OffsetY=1280,SizeX=256,SizeY=256)

helmet_full - HeadRegions(4)=(OffsetX=1024,OffsetY=1024,SizeX=1024,SizeY=1024)

facemask - HeadRegions(5)=(OffsetX=512,OffsetY=1024,SizeX=512,SizeY=512)

goggles
- HeadRegions(6)=(OffsetY=1536,SizeX=512,SizeY=256)

chest Female - HeadRegions(7)=(OffsetX=512,OffsetY=1536,SizeX=512,SizeY=512)

neck - HeadRegions(8)=(OffsetY=1792,SizeX=512,SizeY=256)
s

Body Texture
torso - BodyRegions(0)=(SizeX=1152,SizeY=1024)

legs - BodyRegions(1)=(OffsetY=1024,SizeX=1152,SizeY=1024)

pads - BodyRegions(2)=(OffsetX=1152,SizeX=896,SizeY=384)

arms -
BodyRegions(3)=(OffsetX=1152,OffsetY=384,SizeX=896,SizeY=896)

boots - BodyRegions(4)=(OffsetX=1152,OffsetY=1280,SizeX=896,SizeY=768)
h

Now scale and fit your mesh on to the skeleton,
don't forget your mesh must be in sections (not to sure why but this is
how i did it) eg.arms, boots, head .... now apply a skin modifier to
each section and rig/skin your mesh. Important in the skin modifier
when you add bones select only the bones with the b_ prefix eg. b_head.
Don't forget save your file again
d

Ok now to the fun bit select a section of your mesh
and now open the actorx exporter, select an output folder and enter a
mesh name and click on Save Mesh, Important is in the actorx setup make
sure you have all skin-type , all selected and cull unused dummies
checked
ak

Now we can move on to setting up the materials in UnrealEd for UT3

Post comment Comments
zombieOnion
zombieOnion - - 632 comments

What happens if I don't split my texture into the suggested Epic layout?

Reply Good karma Bad karma+1 vote
Geodav Author
Geodav - - 311 comments

you need to use shenko's work round, or wait till i finish my video tutorials, Ut40k.planetunreal.gamespy.com

Reply Good karma+1 vote
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