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JesseMoody
05-28-2007, 11:46 PM
I posted this on polycount already but think I should spread the love a bit more. I know there isn't too many tutorials out there that cover roboblitz and Unreal 3 so I'm gonna try to share what I know with you guys.

http://www.artbyjessemoody.com

You can find the first in the series under the tutorials section with more to come soon.

Antimagic
05-29-2007, 04:29 PM
Nice! I'll have to check this out for sure!

shadowbreeze
05-30-2007, 02:28 AM
thank YOU, i've been waiting for some one to start doing this, :thumb:

FredH
05-30-2007, 03:20 AM
It's nice to see a good unreal tutorial. If you would like, I can host your tutorial on an upcoming tutorial section on gameartisans. If yes, I'll be sure to give you credits and a link to your website. Let me know if you interested. It would be nice to have Game Related tutorials all in one place:)

ThatDon
05-30-2007, 02:55 PM
Thank you very much for taking the time to make these Jesse.

JesseMoody
06-03-2007, 03:00 AM
Hey no problem guys. I know tutorials helped me out a ton when I got started doing this work and it's the least I can do to help out everyone else.

FredH : That would be cool with me if you put it up on here. I'm down with that.

Marcus Dublin
06-06-2007, 12:30 PM
Cool tutorial Jesse much like yourself I use the Unreal 3 editor every day at work for mostly importing and viewing my models but I'm not sure why you would stress: ( Jesse: "Use the least amount of smoothing groups as you can. Usually I try to get everything down to 1 but when you have a 90 degree angle you usually have to use a second one.") Using one smoothing group on a ridged prop could spell disaster. I use multiple smoothing groups to offset the overall plastic look on my assets, normal maps or not. For instance let’s say I have a tent that has a plastic cover with wood stilts and at the end of the stilts I have bricks as the base, I look at that as 3 different surface types which get three different smoothing groups. Same could be said for weapons, characters, vehicles, etc. as well. That’s just out of Max and for Maya I guess you would arbitrarily assign hard and soft edges to get the same result. I haven't played with the Roboblitz Unreal editor build just yet but I'm not sure if it's a case of the way that build handles smoothing groups or just your studios workflow. Just curious!:thumb:

Marcus

JesseMoody
06-07-2007, 08:50 PM
Hey no problems man. I totally see what you are saying about smoothing groups. I may have worded it wrong, but I try to get everything to the least smoothing groups as possible. Yeah at times you have to add more but so far with the studios I am doing work for they want the least amount possible.

I'm sure it varies from studio to studio but i'm just going off my experience. I also play with meshes to see different results as well and usually just go with what looks best.

I am working on a high poly FPS based gun right now and I know I will be using a good number of smoothing groups on it to get the best results possible.

Marcus Dublin
06-07-2007, 09:22 PM
Yeah that makes sense, I was just wondering. I guess it depends on what parameters the graphic programmers set up and what the build you’re using is like. Good luck with the FPS gun since I've made my fair share for the game I'm working on.:lucky:

Marcus

Frozan
08-06-2007, 05:33 AM
hey moody was wondering if u have had problems with the exporter for maya 8.5 or if anyone has. i cant seem to get it to load... its the actorx mel

Emerald
04-22-2008, 12:46 AM
Thanks much for the tutorial! Well done! :)

JesseMoody
04-24-2008, 01:08 PM
Thanks guys. I am currently working on a few more and updating this one as well.

I'll post them as soon as I complete them.