Wednesday, May 9, 2012

New Project

I've gotten together with a few friends recently to attempt creating a mod for Mount & Blade: Warband. Not only will this be fun, but it will be a perfect opportunity to learn Python, as well as get more practice with creating meshes and textures. More information below the break.

Friday, February 17, 2012

Updates

Importing our models into UDK has been more troublesome than we anticipated. We first ran into an issue with exporting models as .FBX, finding that .FBX files imported into UDK do not keep custom collision models made in 3DS Max. .ASE files will keep collision, but do not keep materials/textures. Thankfully, many of our models do not require custom collision models, and Mike M. found a way to easily create collision models in UDK for our shelves.


Besides messing with importing models into UDK, I've been working on scriptwriting and voice acting the tutorials and dialogues for our simulation.

I've also finished some more models, including a barricade, desk, a large box, a large empty box, and a flat, mono-color rectangle (hardest model ever!). Have some images after the break.

Friday, January 20, 2012

More Models

I have completed 3 more models, uv maps and all. I have a sign, a light fixture, and the aforementioned pallet jack, viewable after the break:

Thursday, January 19, 2012

3DS Max

It's been a while since my last post, what with winter break and getting prepared for graduation. Mostly, I had wanted to be completely finished with my current list of miscellaneous models before posting them, but I'll soon be posting what I have finished so far. While working on a pallet jack model today, however, I learned some valuable lessons.

Tuesday, December 20, 2011

Nemesis

Reference Image
I bought Cave Story+ last week on Steam. Now, one can make arguments for both the new and original music and graphics, but I for one really liked the new weapon sprites. So much so that I wanted to create 3D versions of them. I decided to start with the Nemesis.
More images after the break.


Monday, December 12, 2011

Collision Maps

Last post was mostly to showcase the assets I created. In this post I will go into more detail about collision maps. Prior to this project I have not worked with meshes in UDK (honestly I haven't done very much work with models and meshes of any kind), but in retrospect I should have anticipated collision problems. Automatically matching the collision map to every imported model isn't very feasible, especially for complex shapes.

Collision and UV Maps

The lack of updates recently were not due to lack of progress so much as putting off updating this thing. Mike was finally able to get 3DS Max working and imported my models into UDK. I UV mapped my shelves and they are now ready for texturing. My template isn't exactly efficient, but it's serviceable for now. I didn't want to get too fancy if we needed to change it later.






I also discovered my own ignorance in regards to collision bounding. Upon importing the shelves into UDK we found that the collision bound was a cube designated by the 8 extreme corners of the model. Fixing this problem turned out to be quite simple, and I quickly threw together a collision map in 3DS Max for the shelves, as seen in the example below.