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Mike's UDK learning thread
show user profile  mike_renouf
Well, after a few hours I've done pretty well I think.
I've managed to learn the basics and have successfully imported static meshes of my own construction, along with collision meshes. It seems that ASE format works well and if you have the collision mesh in the same file with the prefix "UCX_" added to the name then that comes along for the ride simultaneously.
I've had a few issues with scale, but have settled in scaling everything down to 0.065 in UDK. I generally have my max units set to mm (which I know is a bit odd for most users).
Maybe FBX format is better than ASE? Any tips on the scaling issue?

read 746 times
5/26/2013 11:13:39 AM (last edit: 5/26/2013 11:13:39 AM)
show user profile  ScotlandDave
It may not be the case as i haven`t tested it but scale could `potentially` be an issue:

Ie if everything is tiny ( in the UnrealEditor world ) scale-wise it could be that things like fog/depth/rays/shadows/gi etc might not be optimal, or might work poorly. Might be worth adjusting or resetting the scale of things in Max in such a way as they import 1:1 into Unreal..

Not sure on the exact numbers but it may be that say 1 unit in unreal is equal to roughly the height of a standard character, or something along those lines, so could doublecheck and use that as a guideline..

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read 735 times
5/26/2013 11:35:56 AM (last edit: 5/26/2013 11:35:56 AM)
show user profile  Paunescudanutz
FBX is new and is being updated and stuff like that, so use that, the collision meshes work the same way with that UCX prefix.

Scale works like this: One 3ds max unit (whatever that is: cm, generic units, inches, kilometers etc) will be exported as one Unreal Unit, so it doesn't matter what unit scale you use in max, if you use the metric system set on meters as your scale unit in max, than 1 meter will be 1 unreal unit.
Like Dave said, to make sure your scene won't be tiny as crap or huge, you should make it in reference to the character height which is 96 Unreal Units. Considering you do arch viz stuff, you could make a box that is 96 units tall inside max, and that is your players height, for more accurate measurements, there is a conversion , that tells you how many meters one unreal unit is.


<---~( Daniel )~--->

read 724 times
5/26/2013 1:10:22 PM (last edit: 5/26/2013 1:10:22 PM)
show user profile  mike_renouf
I looked at countless forum posts and poorly plannedyoutube videos. These indicated that the max to udk conversion is 1:1.
However, the player character is 96 units tall.
If you assume 96 units is therefore about 1800mm (roughly adult male height) then you get 0.0533 as a conversion factor. I tried this with an biped (converted to editable poly) and the player character seemed the wrong height in relation, so I tweaked it accordingly.
I know what you mean about the issues that may come about for volumetric effects - that does concern me a bit.
The UDK FAQ says that various licencees use differing scales, but I can't find any reference to how they implement this.

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5/26/2013 1:11:26 PM (last edit: 5/26/2013 1:11:26 PM)
show user profile  mike_renouf
Paunes - your post came just as wrote my last.

Thanks chaps!

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5/26/2013 1:15:20 PM (last edit: 5/26/2013 1:38:15 PM)
show user profile  mike_renouf
So light map creation is giving me some headaches and i think someone here can help.
I've so far been assembling my scene from separate static mesh objects in UDK and experimenting with the built in lightmass system. I learned that I need a second UV set in each mesh for the lightmaps, and these UVs need to be carefully prepped otherwise they come out shit. This is v time consuming and requires a skill set I don't yet have.

I'd like to try the baking in max with vray or mentalray, but I don't know where to start. Do I import my entire scene into UDK as one FBX? Do I bake diffuse textures too? Can someone put me on the right track?

read 683 times
5/27/2013 10:45:42 AM (last edit: 5/27/2013 10:45:42 AM)
show user profile  LionDebt
I'd reccomend using Flatiron for your scene bakes mate. It has an automatic unwrap feature and has no problem in handling 100+ objects with 100,000+ polys, just set up selection sets, apply the unwrap modifiers, pick a channel, set it to Hard Surface or Organic (depending on your objects), pick output maps (diffuse, lightmap, AO, complete, etc) and click Bake Selected...
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5/27/2013 11:43:39 AM (last edit: 5/27/2013 11:43:39 AM)
show user profile  FX
Some info on scale here, also some of the best UDK/UT3 tuts I've found..

There's so much bad info/tuts out there, it was refreshing to find this guys approach.

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5/27/2013 12:09:51 PM (last edit: 5/27/2013 12:10:55 PM)
show user profile  Paunescudanutz
UDK handles a scene made out of many instances better than a one made out of huge objects.But this kind of detail is important when you take gameplay frame-rate in consideration, maybe in your case you can import big@ss objects with no problem.

And a tip: You said you need collision meshes for everything, that doesn't mean you must prepare a separate collision mesh for every object.The ones that have simple geometry, like plane walls or a floor surface etc, don't really need a separate collision object, You can set it in UDK to calculate the collision from the objects faces directly (that works fine when the object is nice and simple). Perhaps you knew already but i just wanted to throw this out.


<---~( Daniel )~--->

read 656 times
5/27/2013 1:29:13 PM (last edit: 5/27/2013 1:29:13 PM)
show user profile  gogodr
If you want some help with kismet aftewards I can help :3

Hello there

beautiful ;3

read 629 times
5/27/2013 7:19:26 PM (last edit: 5/27/2013 7:19:26 PM)
show user profile  mike_renouf
I'm very grateful for all the support - nice links, thanks. I might branch out and get flatiron one day but I can't go out and spend the cash at this point. I've done a couple of tests with light maps I've made from my own UVs and i reckon ill get quicker as i get more practice. These tests taught me some new skills in the unwrap modifier. Didn't realise how different the low poly workflow is to pure max archviz - big learning curve. And I've not even touched normal maps or mud box yet...
The FBX exporter has an option for instances - that could be worth exploring next...

Excellent tut on light map preparation:

read 623 times
5/27/2013 8:54:38 PM (last edit: 5/27/2013 8:58:29 PM)
show user profile  LionDebt
I have a license for flatiron, I understand you want to learn UDK etc but if you'de like to know more about flatiron I wouldn't mind processing the scene for you and dropboxing the output textures, might also be able to transfer the license to you for a while so you can sort of 'try before you buy'. Pretty sure their single seat license allows only one person to be using it at a time. Drop me a line: cecil dot treadwell at gmail dot com.
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5/27/2013 10:50:22 PM (last edit: 5/27/2013 10:50:22 PM)
show user profile  mike_renouf
Cheers Cecil, thats very generous. I might have a go at putting together a scene which is ready for flatiron then. Not going to have much chance to do this for a week or so, so I'll drop you a line at a later stage if the offer still stands.

In the meantime I thought this tutorial was amazingly handy for an unwrapping noob like myself:

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5/28/2013 3:30:17 PM (last edit: 5/28/2013 3:30:17 PM)
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