tag:blogger.com,1999:blog-4758362962537830096.post4197730375277523529..comments2024-01-19T21:30:43.323-05:00Comments on Nick Zuccarello's Art Blogspot: Learning UDK (Unreal Development Kit)NickZ.http://www.blogger.com/profile/07607586909787015652noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-4758362962537830096.post-7331794434725229762011-08-15T13:54:56.810-04:002011-08-15T13:54:56.810-04:00Hi Nick,Everything has gone well since I last comm...Hi Nick,Everything has gone well since I last commented, partly in thanks to you! My new skeletal mesh looks great, but I had forgotten to make my normal map in z brush before i separated my mesh into several sub-tools. Now i have some horrible seams. How can I fix the seams? I tried merging the mesh back together with the sub-tool master, but then the lower subdivisions don't transfer over, Sethhttps://www.blogger.com/profile/16067962243614270536noreply@blogger.comtag:blogger.com,1999:blog-4758362962537830096.post-7215513172089679782011-04-26T14:35:06.746-04:002011-04-26T14:35:06.746-04:00Seth, download this file: http://www.sharecg.com/...Seth, download this file: http://www.sharecg.com/v/49629/view/3D-Model/UDK-HeavyDemon-Static/Skeletal-Mesh-Example-Files<br /><br />In there you will find a file in this structure Content\NickZGame\Content\Characters\HeavyDemon\Maya called HeavyDemon_UDK_Meshes.mb You can see how I structured my Maya file to export out animation using FBX. If you only want to export animation only then select NickZ.https://www.blogger.com/profile/07607586909787015652noreply@blogger.comtag:blogger.com,1999:blog-4758362962537830096.post-64477767571382021772011-04-26T13:58:54.353-04:002011-04-26T13:58:54.353-04:00Hey,
I'm baffled with how to configure the Sk...Hey, <br />I'm baffled with how to configure the Skeletal system for my character in Maya so UDK will recognize it and possibly animate it. How do you animate your characters in UDK?Sethhttps://www.blogger.com/profile/16067962243614270536noreply@blogger.comtag:blogger.com,1999:blog-4758362962537830096.post-79178374282757641112011-04-10T15:19:23.896-04:002011-04-10T15:19:23.896-04:00Wari Otoko, Someone has explained to me that UDK a...Wari Otoko, Someone has explained to me that UDK and 3D studio have Z up and Maya has a Y up coordinate system. So normal maps represent a direction from the normal of the surface of the object. So in order to get all coordinate systems to line up (Map wise) you need to flip the channel that represents the change in Y and Z. To be honest the whole thing just hurts my brain! :) Just flip it and itNickZ.https://www.blogger.com/profile/07607586909787015652noreply@blogger.comtag:blogger.com,1999:blog-4758362962537830096.post-8637388493084645052011-03-16T16:35:30.001-04:002011-03-16T16:35:30.001-04:00Not exactly sure what the reason is, but this is w...Not exactly sure what the reason is, but this is what UDK expects. If you import in your meshes with materials as an FBX there is an option that will flip your normal maps automatically for you.NickZ.https://www.blogger.com/profile/07607586909787015652noreply@blogger.comtag:blogger.com,1999:blog-4758362962537830096.post-88939252162879836832011-03-16T16:27:46.634-04:002011-03-16T16:27:46.634-04:00hi nick,
I have a question about your normal map...hi nick, <br /><br />I have a question about your normal map. Why did you flip the green channel exactly ? <br /><br />cheersWarai Otokohttps://www.blogger.com/profile/02119774376525650492noreply@blogger.com