EZ all, I've decided to finally have a go at modelling my own character from scratch in 3DS Max. The character is a Lego Man, which I knew would be a better starting point than an organic character with varied and detailed geometry.
I've modelled the character completely, although each component is seperate (L/R Arms & Legs, Hands, Head, Torso, Hip), rather than one whole mesh. The reason I've done it this way is because when I rig and animate the guy, I dont want ANY of that "bendy stuff" going on, like in the Lego games (Lego parts dont bend). I want the character to articulate like an actual Lego Man.
I've already unwrapped the UV's of the HEAD and TORSO, and textured them in 3DS, but I've stopped incase im doing things the long way, or the wrong way, in regards to the way I want to use this model later on (in UDK as a skel mesh)
Aside from the main subject, I've got a few blank spots Im hoping some of you guys can help me with:-
1.If I texture each of the parts seperately (as Im doing now), will I still be able to assign them all to the character as a whole in UDK?
2.My character is made up of multiple seperate objects, which I plan to keep seperate for rigid animation purposes. Will UDK be able to accept these as ONE skeletel mesh when I export, so long as they are all rigged to the same skeleton?
I had some more questions, but they aint coming to me right now lol, so I'll add more as I go.
Heres a couple of WIP (emphasis on WIP lol!!)
Thanks to anyone who can help out a first time character modeller!
I've modelled the character completely, although each component is seperate (L/R Arms & Legs, Hands, Head, Torso, Hip), rather than one whole mesh. The reason I've done it this way is because when I rig and animate the guy, I dont want ANY of that "bendy stuff" going on, like in the Lego games (Lego parts dont bend). I want the character to articulate like an actual Lego Man.
I've already unwrapped the UV's of the HEAD and TORSO, and textured them in 3DS, but I've stopped incase im doing things the long way, or the wrong way, in regards to the way I want to use this model later on (in UDK as a skel mesh)
Aside from the main subject, I've got a few blank spots Im hoping some of you guys can help me with:-
1.If I texture each of the parts seperately (as Im doing now), will I still be able to assign them all to the character as a whole in UDK?
2.My character is made up of multiple seperate objects, which I plan to keep seperate for rigid animation purposes. Will UDK be able to accept these as ONE skeletel mesh when I export, so long as they are all rigged to the same skeleton?
I had some more questions, but they aint coming to me right now lol, so I'll add more as I go.
Heres a couple of WIP (emphasis on WIP lol!!)
Thanks to anyone who can help out a first time character modeller!
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