Announcement

Collapse
No announcement yet.

process for modeling?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Each person has a different workflow so I suggest you just start making stuff using any of the methods here and see which one feels better to you.

    Leave a comment:


  • replied
    ok so


    1-set the scale in the 3d program
    2-block out mesh in 3d program
    3-export/import to UDk to test scale, feel, placement.
    4-model mesh back in 3d program
    5-texture
    6-export test final art in UDK




    make LODs in unreal?
    http://udn.epicgames.com/Three/MeshS...ationTool.html

    make collisions in unreal?
    http://udn.epicgames.com/Three/Colli...uilder%20brush

    Leave a comment:


  • replied
    1. block out mesh in 3d program
    2. export/import to UDk to test scale, feel, placement
    3. model mesh back in 3d program
    4. texture
    5. test final art in UDK

    LODs are usually an easy, last step. You can't really LOD a mesh until the UVs are complete so you want to texture first.

    Collision depends on the piece. Most simple things can just have collision generated in Unreal. However, if this is a more complex mesh the user will be navigating on, basic collision is created in the blockout stage, and final collision after the mesh is complete.

    Either way you do it, you want the mesh in game as early as possible for more accurate feedback. And forget that triangulating step.

    Leave a comment:


  • replied
    I've never had a problem letting UDK triangulate meshes for me. As long as your geometry is clean it shouldn't be much of an issue. The reason they say to do it before exporting is so that you can see the triangles before it goes into engine and you can change something you may or may not like, which pretty much never happens for me.

    Leave a comment:


  • replied
    You shouldn't have too much trouble, but every once in a while there might be a quad that triangulates the wrong way

    Leave a comment:


  • replied
    but isn't it better to triangulate in the 3d program to see if it has any problems before i export ?

    Leave a comment:


  • replied
    You don't need to triangulate your mesh, it'll do that automatically when you export, otherwise just keep the quads since it's easier to work with.

    Leave a comment:


  • started a topic process for modeling?

    process for modeling?

    so for modeling i think the process goes something like this

    1 set the scale in the 3d program
    2 start modeling
    3 make LODs
    4 texture
    5 triangulate/tessellate mesh
    6 make the collision mesh
    7 export

    so the process is something like that right?
    maybe 3 and 4 could be flipped what do u guys think?
Working...
X