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UT3 Custom Char Transparency Material Wip

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    UT3 Custom Char Transparency Material Wip

    otros datos del experimento -según Mass Effect 2 y 3 de la referencia a la UE 3 es 4096x4096 texturas 2 materiales (cabeza = materiales transparentes) y (cuerpo = artículos máscara Pack), You can see screenshots of my experiment that mask that resolution has to be more detail muchisimo DTX1

    Ut3 materials allows use 2 + model if we use a transparent helmet (I probe with a bubble sample) head would have to go with the body torso and thus leave open the channel head to a transparent as seen in mass effect

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    any suggestions as seen ll try to use other models and see if this works well I'll throw a beta of transparent models

    Note UC ( family material ) " BaseMICParent " that line is cleared if using mixed materials and not one "

    class UTFamilyInfo_Trishka extends UTFamilyInfo
    abstract;

    defaultproperties
    {
    Faction="BulletstormTrish"
    FamilyID="TRISH"
    ArmMeshPackageName="Trishka"
    ArmMeshName="Trishka.Parts.trishka_Arms1"
    ArmSkinPackageName="Trishka"
    AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman _BaseMale'
    NeckStumpName="SK_CH_IronG_Male_NeckStump01"
    PhysAsset=PhysicsAsset'CH_AnimHuman.Mesh.SK_CH_Bas eMale_Physics'
    SoundGroupClass=Class'UTGame.UTPawnSoundGroup_Huma nFemale'
    VoiceClass=Class'UTGame.UTVoice_DefaultFemale'

    BioDeathMICParent=MaterialInstanceConstant'CH_All. Materials.MI_CH_All_Necris_BioDeath'
    MasterSkeleton=SkeletalMesh'CH_All.Mesh.SK_Master_ Skeleton_Human_Male'
    CharEditorIdleAnimName="CC_Human_Male_Idle"
    Gibs(0)=(BoneName="b_LeftForeArm",GibClass=Class'U TGame.UTGib_HumanArm')
    Gibs(1)=(BoneName="b_RightForeArm",GibClass=Class' UTGame.UTGib_HumanArm',bHighDetailOnly=True)
    Gibs(2)=(BoneName="b_LeftLeg",GibClass=Class'UTGam e.UTGib_HumanChunk')
    Gibs(3)=(BoneName="b_RightLeg",GibClass=Class'UTGa me.UTGib_HumanChunk',bHighDetailOnly=True)
    Gibs(4)=(BoneName="b_Spine",GibClass=Class'UTGame. UTGib_HumanTorso')
    Gibs(5)=(BoneName="b_Spine1",GibClass=Class'UTGame .UTGib_HumanChunk')
    Gibs(6)=(BoneName="b_Spine2",GibClass=Class'UTGame .UTGib_HumanBone')
    Gibs(7)=(BoneName="b_LeftLegUpper",GibClass=Class' UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
    Gibs(8)=(BoneName="b_RightLegUpper",GibClass=Class 'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
    HeadGib=(BoneName="b_Head",GibClass=Class'UTGame.U TGib_HumanHead')
    DeathMeshSkelMesh=SkeletalMesh'CH_Skeletons.Mesh.S K_CH_Skeleton_Human_Male'
    DeathMeshPhysAsset=PhysicsAsset'CH_Skeletons.Mesh. SK_CH_Skeleton_Human_Male_Physics'
    DeathMeshNumMaterialsToSetResident=1
    SkeletonBurnOutMaterials(0)=MaterialInstanceTimeVa rying'CH_Skeletons.Materials.MITV_CH_Skeletons_Hum an_01_BO'
    Name="Default__UTFamilyInfo_Aida"
    ObjectArchetype=UTFamilyInfo'UTGame.Default__UTFam ilyInfo'

    #2
    the work materiial shadering character is finish cooming zoon models Transparency ( more realistic )
    Y test extricted model for experiment Lara crotf TR 2013

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    Menu test
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    Game tesh rendering
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    the character need custom physical and fix bones so test >.<( in progress n.n )

    Comment


      #3
      Ouch !

      Excellent work !

      I am really impatient to test the final version of this character.


      Many thanks !

      Comment


        #4
        Hi !

        A bubble or a helmet with transparent visor can be a good idea and it is rather funny and attractive to see..... But it has to remain an accessory that one can to put and to remove for not to damage in the quality of the model.


        Comment


          #5
          hi ( the bubble is simple test )

          For now there are only experiments because it can study the entire manual ue 3 and compare with udk some things in ut3 are limited but can be mutated, which I like UE3 is the power used in the reading of polygons what I try to do is out ut3 a visual as mass effect keeping the origin FPS arena UT3 - and experiment with anime models and looks good now what I want is to do the same for the real models (facial and physical) unfortunately many techniques such are not free - try to improve the animations and materials and to hold her hand rigg and the physics of different skeletons (aliens - humans - monsters - anime)
          in UT3 physical reads for bones and physical properties which bones increase per capsule increases the realism of the model in ut3 - in mass effect I saw hairs with physical were static to what in ut3 could achieve physical I ran into the hair and masks uff problem DTX1 is very simple and you experiment with Trishka of bulletstorm (in UDK looks good but ut3 is less ) now with a material created for maskara of dynamic transparency is given a mask with fewer failures alphas

          my creative idea is to work semi real materials and then the physical bones and so I want to improve my mod

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          is progressing

          Comment


            #6
            OK!

            The result is attractive.

            Comment


              #7
              I work to finish project look great but need more time to fix bones xD
              Also still in experimental face in dark maps varies but the material looks great
              mod cooming zoon

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              Comment


                #8
                Ah if this material is resting at the moment but will return, I'm trying to make it real nice mod

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                I have several ideas in my head for skins ut

                Comment


                  #9
                  test ohter real model for ut3 material asian character

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                  a beta will soon

                  Comment


                    #10
                    Woah that look awesome ! Keep up the good work.

                    Comment


                      #11
                      Woah!!! This is awesome work!!

                      Comment

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