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  1. #1
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    Default Character mods

    After many deep discussions thru this thread about character mods in UT3, I am posting all the great helpful tutorials that people have shared here. It's great to see how much progress we all made here and more to come.

    First, heres Geodav's and Shakeno's tutorial: http://www.ut40k.planetunreal.gamesp...tutorials.html

    Another one by Denny: http://utforums.epicgames.com/showthread.php?t=589475
    Last edited by Legendary_Lee; 12-24-2007 at 09:20 PM.

  2. #2
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    Me and mah boi are working on a model too. though I can't even begin to figure out how to make the special face system I wanna try work.

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    Thats kool. I would like to see it when youre done Geona. The collectors editon will come with a 10 hour dvd tutorial on the Unreal Editor. That should help alot. Make sure you pick up the collectors edition of UT3. So far Ive found alot of good info from this link here.. http://www.unrealtechnology.com/html...ogy/ue30.shtml

    heres a peek to what my female model looks like that I want to import..
    http://www.3dtotal.com/home2/gallery...em.asp?id=2740

    if the first one shows a blank try this one:
    http://www.dominancewar.com/wallpape...ee101_1280.jpg
    Last edited by Legendary_Lee; 11-06-2007 at 12:59 AM.

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    Wow man, that is pro...

    Do you have a modelling software you could reccomend?

  5. #5
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    Id hit that!
    mmmpeaches9: nice, i've done that before but they were all like 5 year olds, they were all crowded up and took em all out with my shotty.
    Thats terrible

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    She is going to get shot through that pretty belly of hers and then she will die.

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    Quote Originally Posted by Patarak View Post
    She is going to get shot through that pretty belly of hers and then she will die.
    creepy


    10 char grr

  8. #8
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    Quote Originally Posted by Patarak View Post
    Wow man, that is pro...

    Do you have a modelling software you could reccomend?
    I would recommend using either Max or Maya to do your base modeling..then of course Zbrush to do your high poly work.

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    2 Legendary_Lee
    This is YOUR model? Its just GODLIKE!
    But i don't think it will fit game. UT3 seems to use new character system. Now we've got parts of models from which player could make his own char instead of single model. Maybe they'll left some option... dunno. Anyway. I like this model. Remember. Her hair must be physicalised like flags. I like look of such things. :P

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    I know that Evil_Engine (haven't heard from him in a LONG TIME) was working on a Skaarj model for UT3, but that was like more than a year and a half ago.

    Nice model L_Lee.
    "Yes, BattleFront 2 looks cool. However, the ability to capture a command post is insignificant next to the power to capture an entire planet."

    Avid supporter of RuneStorms "Ballistic Weapons" mod.

    Project Leader of UT3Dom (Domination).

  11. #11
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    Quote Originally Posted by DS3 View Post
    2 Legendary_Lee
    This is YOUR model? Its just GODLIKE!
    But i don't think it will fit game. UT3 seems to use new character system. Now we've got parts of models from which player could make his own char instead of single model. Maybe they'll left some option... dunno. Anyway. I like this model. Remember. Her hair must be physicalised like flags. I like look of such things. :P
    Thanks. The model should fit into the game. I think youre talking about the character customizable option that will be included in the game.. That is not a mod. The game will have an editor that allows you to bring your mods into the engine just like the past unreal tournaments. Now I am just waiting for the tutorial to come out so I can learn to import my model into the game. I hope it will be a pretty easy process..
    Last edited by Legendary_Lee; 11-03-2007 at 07:25 PM.

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    AWWWWSOME!

    I want to make a model, and make its head hitbox its entire body...

    bweehehehehe

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    Mmm, those customizables should just be about hats and external armor and stuff.
    But that is a sweet model Lee.
    My question is; did you have any help sizing the proportions? Epic models always seem strange to me. The shoulders are broad, the legs are long. When animated a perfectly good ut2004 custom model suddenly became a hunchback when attacked to the default skeleton. It's worse for lathe models like that one.

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    Quote Originally Posted by Caravaggio View Post
    Mmm, those customizables should just be about hats and external armor and stuff.
    According to
    \Documents\My Games\Unreal Tournament 3 Demo\UTGame\Config\UTCustomChar.ini
    there are:
    • PART_Head
    • PART_Helmet
    • PART_Facemask
    • PART_Goggles
    • PART_Torso
    • PART_ShoPad
    • PART_Arms
    • PART_Thighs
    • PART_Boots

    See for yourself. But i hope we will be able to see this great model ingame anyway. Maybe you just need to "separate" it.

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    Thanks guys. hmmm.. if all the characters are set in that standard then I may have to separate it somehow, without showing any seams.. But looking at other ingame characters such as Jester which is not in the beta demo, looks like shes all in one or two pieces. Im sure they would have a good structure for the rigg to go thru.. We'll just have to wait till the collectors edition game comes out to know for sure.

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    well to be honest I was going to make something more cartoony. in all honesty I had this great idea to make some sort of system that changes facial expression via a texture rather than modelling it out to get the overall toony nature to work.
    Problem is, I think that would take scripting that has to do with state change and things like that. and in all honesty, "HOW DOES A SLUG KNOW WHAT SCRIPTING IS?" IE mostly it's moon langauge to me.

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    @Legendary Lee
    OH... MY... GOD... !!!
    If the end result will be anywhere as good as the screenshots, Epic should hire you NOW!

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    iycgtptyarvg- Thanks. I too hope the end result will turn out nicely.

    Geona- For facial expression state changes, it can be done by using morph targets. Now, I dont know how that is translated in the unreal engine3.

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    Great model Lee, how much do you charge for normal map generation in brush? I have a char that needs it. Also do you know if zbrush is good for mechanical normal mapping IE tanks and spaceships.

    Some of my stuff here, rather untextured.

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    interesting how do morph targets work exactly? I've never heard of that technique before so anything to fill me in would be helpful.

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    Anyway you could repost the model link ... I just get a blank page when I use the link on the first page. I would really like to see this great model ... our mod team could use a good character model maker.

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    Quote Originally Posted by Geona View Post
    interesting how do morph targets work exactly? I've never heard of that technique before so anything to fill me in would be helpful.
    As I understand it, it's a lot like the old vertex animation from UT99. Make two meshes in different positions and the engine interpolates between the actual points instead of using bones to move predetermined areas.

    They both have their ups and downs but it doesn't really matter. I'm pretty sure unreal engine doesn't use this anymore. Look at the udn and you can see a bunch of bones in the facial areas now.

  23. #23
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    I can see that not working well for many reasons, if not mostly the fact the face would switch fluidly from moving polys. what I need is a way to make an animated texture, then call frames based on something arbitrary like "if playing idle animation" or "if killed" and stuff.

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    Mandinga- I dont know until I see your model. And yes zbrush is also good for mechanical details too.

    Geona- Morph targets are different sets of facial states the model is in and will morph to any expression from the neutral state. So you will model as many sets of different facial expressions using the same model and then throw a morph target modifier in Max. Then you will be able to see all the expressions animate. There are detailed steps to this process in Max so I would try to find detailed tutorials for it. But I dont even know how this will tranfer over in the unreal engine3 yet..

  25. #25
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    Quote Originally Posted by NakhtiUT3 View Post
    Anyway you could repost the model link ... I just get a blank page when I use the link on the first page. I would really like to see this great model ... our mod team could use a good character model maker.
    Heres another link to my model:

    http://www.dominancewar.com/wallpape...ee101_1280.jpg

  26. #26
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    wait so it could work in a sense as being able to "jump" the face polys into place without an odd transition of the polys moving fluidly as if through a keyframe?

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    Quote Originally Posted by Legendary_Lee View Post
    Thank you so much ... that is a fantastic model and I look forward to seeing that in game ... also I would like for you to just think about joining a mod team and doing the model work as lead modeller. If you have any interest in zombies and infected people then the current mod I am the Project Coordinator for is right up your alley.

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    Quote Originally Posted by Geona View Post
    wait so it could work in a sense as being able to "jump" the face polys into place without an odd transition of the polys moving fluidly as if through a keyframe?
    I am not exactly sure wat u mean, but yes, the transition is smooth.

  29. #29
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    Quote Originally Posted by NakhtiUT3 View Post
    Thank you so much ... that is a fantastic model and I look forward to seeing that in game ... also I would like for you to just think about joining a mod team and doing the model work as lead modeller. If you have any interest in zombies and infected people then the current mod I am the Project Coordinator for is right up your alley.
    I would be interested in a mod team but I may not have much free time on my hands.. I do have another male soldier I have in mind to make next... I'll see how things go.. And thanks for the invite.

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    Quote Originally Posted by Legendary_Lee View Post
    I am not exactly sure wat u mean, but yes, the transition is smooth.
    What I mean is, something like... think about how the original quake's animations (through the software renderer mind you.) "jumped" from one frame to the other. if the polys move fluidly inbetween each other there's gonna be a small period in which the face is not visible between each movement, which is something I would like to avoid. If they "jumped" into place it could be pretty seamlessly done without any problem.

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    [QUOTE=Legendary_Lee;25075130]Mandinga- I dont know until I see your model. And yes zbrush is also good for mechanical details too.

    http://megamandinga.deviantart.com/art/Promo-64345254

    the red female character. I've got the black one done, it just takes me so long, and class keeps getting in the way.

    hmm on a side not may just have to save some money for zbrush now that I got the mechanical detail issue out fo the way. god knows when i'll have the money for it.

  32. #32
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    Quote Originally Posted by Geona View Post
    What I mean is, something like... think about how the original quake's animations (through the software renderer mind you.) "jumped" from one frame to the other. if the polys move fluidly inbetween each other there's gonna be a small period in which the face is not visible between each movement, which is something I would like to avoid. If they "jumped" into place it could be pretty seamlessly done without any problem.
    Now I think I understand what u meant. The animation of the morph targets do not jump from one to the next like frames being skipped. It has a smooth transition where it changes from neutral state to another expression fluidly(its why its called "morph" targets). If thats what you want to aviod, then I guess its not the way to go for you...

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    Mandinga- Ok, yeah that could definitly be taken into zbrush. But I would first build the low-poly base mesh in max or maya. Make sure the topology is good and is in quads. I would recommend you to go to sites like www.polycount.com to get good help, crits, and feedback on your model. Go there and post up your work. goodluck.

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    Quote Originally Posted by Caravaggio View Post
    Mmm, those customizables should just be about hats and external armor and stuff.
    But that is a sweet model Lee.
    My question is; did you have any help sizing the proportions? Epic models always seem strange to me. The shoulders are broad, the legs are long. When animated a perfectly good ut2004 custom model suddenly became a hunchback when attacked to the default skeleton. It's worse for lathe models like that one.
    Thanks Caravaggio. When I first began making this character, I didnt plan on it going into UT3, until recently. But I can see what you mean about their proportions. They always seem to like exaggerating those areas ie. bulky legs/arms, thick heavy armor, broad shoulders.. In a way, Ive kinda grown to like it now, but I hope that is not set as the default skeleton. Im sure theyve got female skeleton which are used for characters like Jester and Lauren, so it should be ok..

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    They really need to let out those skeletons so we can begin incorporating it into our work flow.

    Legendary Lee: Thanks I posted on polycount, god knows if anyone will take interest. Heres to hoping.

    BTW whats the target polycount for UT3 characters, mine average out at 7,000 poly's. Any thougts?

  36. #36
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    Quote Originally Posted by Mandinga View Post
    They really need to let out those skeletons so we can begin incorporating it into our work flow.

    Legendary Lee: Thanks I posted on polycount, god knows if anyone will take interest. Heres to hoping.

    BTW whats the target polycount for UT3 characters, mine average out at 7,000 poly's. Any thougts?
    The polycount for UT3 characters are from around 5,000 - 6,000 polys. I would prolly drop your polycount to 6,000. Heres a link that should help out more: http://www.unrealtechnology.com/html...ogy/ue30.shtml

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    Quote Originally Posted by Legendary_Lee View Post
    The polycount for UT3 characters are from around 5,000 - 6,000 polys. I would prolly drop your polycount to 6,000. Heres a link that should help out more: http://www.unrealtechnology.com/html...ogy/ue30.shtml

    Sadly the link is dead :P . I was able to peel it to 6,500 poly's, should work a tad better.

    BTW now that you know what the char looks like, can you giv me a ball park price on a diffuse texture? Want to see what I'm able to stretch to.

    And thanks for all the tips man.

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    Quote Originally Posted by Mandinga View Post
    Sadly the link is dead :P . I was able to peel it to 6,500 poly's, should work a tad better.

    BTW now that you know what the char looks like, can you giv me a ball park price on a diffuse texture? Want to see what I'm able to stretch to.

    And thanks for all the tips man.
    hmmm... try this one:

    http://www.unrealtechnology.com/html...ogy/ue30.shtml

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    Thats a kick ass model lee. I would love to see that in game. Kick ass and yet sexxy
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    I'm not digging the duck-lips on that model, good stuff otherwise.


 
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