View Full Version : [Release] Level Design Scale Reference
Admin-K9Gaming
11-20-2009, 02:54 AM
Hello Everyone,
I saw people asking for scale references as they wish to do the Level Designs in Max or Maya and they dun want to end up with off-scale assets.
So, i release this to my friends here at UDK Community. Please remember, I am not the original author of the attached File. Credits goes to the original author.
Download Here (http://www.k9gaming.net/LevelDesign/Level_Design_Scale.fbx)
Thanks.
Admin~K9Gaming.
philnolan3d
11-21-2009, 06:17 AM
Here is the LightWave 3D version of that file. This is just altered so of course I cannot take any credit.
http://dl.dropbox.com/u/3083393/LW_to_UDK_scale.zip
Plastik
11-21-2009, 11:18 AM
What about Softimage XSI?
Crozz
11-21-2009, 11:41 AM
Thanks! This will come in handy.
fallingbrickwork
11-21-2009, 01:24 PM
Yes, many thanks for this. I'm a modo man, so i'm hoping the fbx will play nicely for me as I have had to scale up all my previously made models by 3000% to roughly fit in with things :eek: (that said, it's probably me miss-setting gameunits etc)
Regards,
Matt.
philnolan3d
11-21-2009, 01:40 PM
Yes, many thanks for this. I'm a modo man, so i'm hoping the fbx will play nicely for me
The one I attached is an .LWO file so you should be able to load it fine in modo.
LennardF1989
11-21-2009, 04:07 PM
Here's a small tutorial made by one of my fellow teammembers.
For starters, lets go over how to set up a Maya Scene so that it matches the units of the Unreal Engine.
First go to Window -> Settings/Preferances -> Preferance and then Settings on the left of the box that popped up. In settings and under Working Units and next to where it says Linear there should be a drop-down box. Make sure this box is set ot Centimeters. Save the changes
Next go to Display -> Grid Options and set up the grid to be displayed as follows;
Length and Width: 1024
Grid lines Every: 128
Subdivisions: 8
Save changes.
Now you might need to change the camera options. In a viewport, select View -> Select Camera and then press ctrl + A to bring up the camera's properties. Here you will need to change the Far Clip Plane to some insane number just to be safe. I usually just type an extra 4 or 5 0s, so it will be 10000000.00.
Should also apply to other 3D tools.
Admin-K9Gaming
11-21-2009, 04:32 PM
Nice to see its been helpful to the community :)
lantic
11-21-2009, 05:00 PM
does this belong in the stdplugins folder for 3ds max?
Admin-K9Gaming
11-21-2009, 05:32 PM
Nope, its just a 3D reference Model. Can be used with any 3D Suite that support FBX, or you can DL, any of the converted formats provided by our friends in this thread :)
lantic
11-21-2009, 09:40 PM
Ahhh okay, Thanks :)
tatts
11-23-2009, 08:17 PM
A cubic unit in pretty much all 3D apps is the same. A character in UDK is about 80 units tall. if we assume that this character is 6 ft tall it would mean that 16 units = 1 ft breaking it down to one unit would be 3/4 of an inch. So in your 3d app if you have made a humanoid character, all you should need to worry about is that the character is about 80 units tall for it to match the character size in UDK. A wall 128 units in height would be 8 ft. Pretty simple to remember.
VictoryX
12-28-2010, 10:47 PM
I tried your lightwave file opened it up, put everything on the same layer, tripled the geometry and exported as a Collada (.dae) file. When i imported into UDK it came in extremely small. Am I missing something here?
BlackSnowz
12-29-2010, 02:27 AM
The link to the level design scale reference is down, would you mind reuploading it?
Thanks in advance :)
seenooh
12-29-2010, 09:13 AM
Here is the LightWave 3D version of that file. This is just altered so of course I cannot take any credit.
http://dl.dropbox.com/u/3083393/LW_to_UDK_scale.zip
Hello Phil, just curious, do you use the FBX format to export from Lightwave to UDK? Did you face any trouble with smoothing groups and such?
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