Hello to everyone here at mapster! I'm a machinima (not the youtube channel) filmmaker. I used to do a lot of live action stuff, but where I live sucks for film and makes it pretty much impossible for the time being. I love video games and film, so why not combine them?
You may have already seen my other thread, but I felt that this one deserved its own thread because of it being in UDK and not the Blizzard editor. The whole reasoning behind the idea of using UDK is to working with a strictly better engine. For machinima I can do so much more in UDK, so I'm converting models and stuff as I need over into UDK. The biggest problem is that I don't know how to make bones and stuff like that work so I can use skeletal meshes. If anyone knows how...please help. ;P
The marine is just a static mesh and nothing more. If I can get actors like this to work, then I'm good to go an making machinima. I even have the in game motion blur and don't have to do it all in most.
Blizzard Hellbat Infomercial
Again, anyone that knows UDK would be awesome. But thoughts on how things look for my first attempt?
Why would I want to put it back into SC2? The point is that I'm not using SC2 to make it. I'm trying to rid myself of the SC2 engine because I hate working with it and UDK is way better for film and animation.
His head has a bone that allows it to rotate. Although its not perfect, I was using it to try to make the animations more expressive. But I have mixed feelings. I am using a normal and specular map.
But .ogv files can be used as animated textures for models ingame and also used as cutscenes.
Maybe it was just the lighting you were using because the marine did not look as detailed as usual.
But that defeats the purpose. The whole point is to get away from Blizzards editor. The cut scenes are for machinima filmmaking not for any arcade games.
Is there a reason to use such a nice model for the environment and such a low poly model for the marine? :)
After all, the high poly model of a marine is available.
Main reason is because I cannot get the high poly model to import properly into 3ds max 2011. Then getting into UDK is another tough task. I actually am having trouble importing any model with bones into my 3d program. :/ I know you are quite knowledgeable on the subject, if you are willing to give me a hand.
Another update, got a good amount of the second set done where he gets ambushed.
Didn't know that you can't import the high poly models. I've checked that. In max 2012 (probably also 2011) if you only check:
Import Mesh, Import Vertex Normals, Import materials, Create Skin and Import Bones
then everything will be fine with the import. The model I was importing was \Work\Assets\StoryModeCharacters\Terran\SM_Marine01\SM_Marine01.m3
You have to unpack all the textures for this fella and I'd recommend converting the materials into max's native materials. By hand but that shouldn't be of a problem (right click on the sc2material -> select my material -> select the objects which use given material and just apply new, standard material with the same textures).
I can send you the model but I think it'd be better if you check if it's working for you or not. In future you could be self-sufficient :)
Didn't know that you can't import the high poly models. I've checked that. In max 2012 (probably also 2011) if you only check: Import Mesh, Import Vertex Normals, Import materials, Create Skin and Import Bones
then everything will be fine with the import. The model I was importing was \Work\Assets\StoryModeCharacters\Terran\SM_Marine01\SM_Marine01.m3 You have to unpack all the textures for this fella and I'd recommend converting the materials into max's native materials. By hand but that shouldn't be of a problem (right click on the sc2material -> select my material -> select the objects which use given material and just apply new, standard material with the same textures).
I can send you the model but I think it'd be better if you check if it's working for you or not. In future you could be self-sufficient :)
Hello to everyone here at mapster! I'm a machinima (not the youtube channel) filmmaker. I used to do a lot of live action stuff, but where I live sucks for film and makes it pretty much impossible for the time being. I love video games and film, so why not combine them?
You may have already seen my other thread, but I felt that this one deserved its own thread because of it being in UDK and not the Blizzard editor. The whole reasoning behind the idea of using UDK is to working with a strictly better engine. For machinima I can do so much more in UDK, so I'm converting models and stuff as I need over into UDK. The biggest problem is that I don't know how to make bones and stuff like that work so I can use skeletal meshes. If anyone knows how...please help. ;P
The marine is just a static mesh and nothing more. If I can get actors like this to work, then I'm good to go an making machinima. I even have the in game motion blur and don't have to do it all in most.
Blizzard Hellbat Infomercial
Again, anyone that knows UDK would be awesome. But thoughts on how things look for my first attempt?
@PrettyAwesome: Go
Hmm, Gorandor knew a thing or two about UDK I believe. Seek him out if you can.
@PrettyAwesome: Go
Use bones and meshes imported to 3Dsmax along with skin modifier and use UDK plugin for 3dsmax to export it to the engine.
Fun fact: UDK has FaceFX tools which were also used in StarCraft II for the lipsyncing.
Got my first video example up.
Issue is can the program make .ogv format files to use back in SC2?
Also did that marine's head lift off? Seems you are not using the normal map.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Why would I want to put it back into SC2? The point is that I'm not using SC2 to make it. I'm trying to rid myself of the SC2 engine because I hate working with it and UDK is way better for film and animation.
His head has a bone that allows it to rotate. Although its not perfect, I was using it to try to make the animations more expressive. But I have mixed feelings. I am using a normal and specular map.
But .ogv files can be used as animated textures for models ingame and also used as cutscenes.
Maybe it was just the lighting you were using because the marine did not look as detailed as usual.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hey, let's remake SCII in UDK!
@PrettyAwesome: Go
How you post video on this way? With attachment or what?
@DEFILERRULEZ: Go
When you write a message, there is a little Click here for details link. If you click it, you will learn some new things.
You are trolling me i am right? Anyway thanks i was too dumb to notice it
@DEFILERRULEZ: Go
As cool as it'd be. It's just for machinima purposes. I don't think Blizz would be too happy about us making a game or product like that with it.
But that defeats the purpose. The whole point is to get away from Blizzards editor. The cut scenes are for machinima filmmaking not for any arcade games.
Still would make a good campaign CGI. Or at least a good Easter egg on a doodad screen.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@PrettyAwesome: Go
Is there a reason to use such a nice model for the environment and such a low poly model for the marine? :) After all, the high poly model of a marine is available.
@Leruster: Go
Main reason is because I cannot get the high poly model to import properly into 3ds max 2011. Then getting into UDK is another tough task. I actually am having trouble importing any model with bones into my 3d program. :/ I know you are quite knowledgeable on the subject, if you are willing to give me a hand.
Another update, got a good amount of the second set done where he gets ambushed.
@PrettyAwesome: Go
Didn't know that you can't import the high poly models. I've checked that. In max 2012 (probably also 2011) if you only check: Import Mesh, Import Vertex Normals, Import materials, Create Skin and Import Bones
then everything will be fine with the import. The model I was importing was \Work\Assets\StoryModeCharacters\Terran\SM_Marine01\SM_Marine01.m3 You have to unpack all the textures for this fella and I'd recommend converting the materials into max's native materials. By hand but that shouldn't be of a problem (right click on the sc2material -> select my material -> select the objects which use given material and just apply new, standard material with the same textures).
I can send you the model but I think it'd be better if you check if it's working for you or not. In future you could be self-sufficient :)
I got that part. It's actually on the UDK end. :(
Got some more done! I'm really happy with the lighting thus far...minus the completely black medivac. :/ Not sure what is up with that.
my god, looks amazing, good work. is there any chance you could post a comparison between UDK and SC2?