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Thread: Tutorial Suggestion

  1. #1
    Junior Member Shisho2k has no reputation around WoLD yet Reputation: 0
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    Tutorial Suggestion

    First I have to say this is an amazingly helpful resource. X)

    I'm about to start learning about Maya and 3D modeling for creating static meshes for UDK, and I began to wonder about some things.

    I thought my questions regarding the process might make a good suggestion for possible future map making video tutorials.

    I've seen a lot of UDK maps made purely of groups of static meshes (And you can't really do much with them for your own maps since they have too many parts that tie into others). It got me thinking more about the kinds of approaches you would take if you modeled complete environments in Maya or 3DS. I doubt you would make every individual static mesh one at a time and try to slap it together in the UDK editor.

    If the approach is to flesh out an entire level as one project, I'm very curious about how everything is sliced up and exported. Mostly concerns about how to decide to group things, and any methods, techniques, or software that will simplify exporting and importing possibly hundreds of static meshes. Also, what would be some best practices to this concerning optimization and organization of your meshes?

    Thanks again for the great site, and keep up the great work. ^_^

  2. #2
    Junior Member danpaz3d has no reputation around WoLD yet Reputation: 0 danpaz3d's Avatar
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    There's a bit of info about your questions on the web. The 2 main places to check would be UDK doco/forum and Polycount.

    Anthony Vaccaro dumped a ton of his work on Uncharted 3. Don't focus on the pretty pictures or the fact that he's a pro but have a look at the couple of images that display meshes and level layouts.
    http://wireframeworlds.com/images/va...harted3_24.jpg
    http://wireframeworlds.com/images/va...harted3_25.jpg
    http://wireframeworlds.com/images/va...harted3_26.jpg
    http://wireframeworlds.com/images/va...harted3_27.jpg

    Don't get distracted by how big the project is and don't try to tackle a level that big either. Just take in how it's put together.

    Another good doc on modular design http://udn.epicgames.com/Three/ModularLevelDesign.html

    And again ...UDK doco http://udn.epicgames.com/Three/Getti...tedLevels.html
    Contains this....
    A standard workflow for developing a level might go something like:

    - Block out and path level
    - Playtest flow and gameplay
    - Modify layout and repeat testing
    - Initial meshing pass
    - Initial lighting pass
    - Playtest for collision and performance issues
    - Polish pass

    Finally, to be specific
    My most recent project http://www.worldofleveldesign.net/fo...0900#post20900
    The basic process I use for level creation in UDK (pretty much the same as the one above):

    - block out in UDK, get scale of walls and ground as good as possible.
    - export entire scene as obj. and import into max with correct grid settings.
    - Use the block out as a template and build each object, one by one so the scale is good.
    -Example: - use the scene template obj and build the basic column where it will be.
    - delete everything else except for the object in focus and save as a new scene/file.....
    - set pivot point/model/UV's etc...export
    - import into UDK

    I did use 3dsmax but the same process could be done.

    That's all I got. Basically, all I use is the UDK doco and forums.

  3. #3
    Junior Member Shisho2k has no reputation around WoLD yet Reputation: 0
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    Appreciate the reply, and the information. ^_^

    Exporting a blocked in and tested brush map sounds like a very useful tip for keeping to scale.

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