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View Full Version : XSI Mod Tool Mesh Export Test & Followup



Ikaros
11-28-2007, 10:01 PM
Hey, I followed the instructions from the UDN page http://udn.epicgames.com/Two/ActorXXSITutorial.html and was able to run the sample script in XSI Mod Tool and exported a skeletal mesh as mySphere.PSK file. Then I was able to import it into the generic browser in UED4. Then I was able to add it to a basic room. Of course it didn't have any material/texture yet and no collision when I played it but it was just a mesh export test so i guess in that respect it was a success!

I'm purposely taking baby steps right now just as a proof of concept. At least its a good sign in theory it is possible with XSI Mod Tool. I'm not interested in character skeletal meshes at this time. My intention is to create and use static meshes for level geometry shapes.

I have a few questions unless someone can write up a basic guide for me. When I imported it into the generic browser the default package name was MyPackage. What are best practices on what to name it or save it as? The mesh was exported from Mod Tool with no texture so is it possible to add material/texture after the fact in UED or do you do it in the 3D modeling program and if so do I have to use Unreal textures or my own custom created ones?

I exited UED with a "no to all" when it prompted me to save everything which I did not what to do until I understand whats going on. I don't want to overwrite anything I'm not supposed to. There was also some kind of XML access denied error while exiting UED too.

Denny
11-29-2007, 03:26 AM
Make sure you use the actual actorx static mesh export if you're going to use the object for mapping. Skeletal meshes should only be used if you have to animate it.

I don't know how it works with XSI, but with Maya you have to add separate materials to each set of polys to get different material slots in uED. So if I add a separate material to the head of the character and a second material to the body, it will appear as two material slots in the options for the mesh.

If I'm not mistaken you have to make separate UVs, but I may be wrong as well. I've just made separate UVs to be sure that it works each time. :P

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On another point. No, you don't have to use the materials used in XSI. The only thing you do when you add materials there is to tell the exporter that you have separate materials on the model, so when you get into uED you can create a material from any textures available and assign to the material slot in uED.

Ikaros
11-29-2007, 11:58 AM
I'm just confused about what materials to texture with. So I act like I'm adding them in XSI as sort of a placeholder, then I tell the Unreal exporter options something else and then the materials can be assigned after importing back in UED?

Denny
11-29-2007, 12:02 PM
Yes, I personally do that with Maya. I export the model with blank materials and then in uED I do the checking with my textures. So, I edit it in photoshop and re-import over and over again. A tip is to click the "defer compression" checkbox when you import, this makes it faster. When you're finished, you import like you otherwise would.

Ikaros
11-29-2007, 12:07 PM
Cool then I may have to get into my Photoshop and make some custom textures like I used to do (see link in sig) and import them too! Thanks :)