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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/19/2008 20:09:00
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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Now that wall-e is out, and my son has watched it 6 times this week already: Has anyone thought of skinning wall-e or eve yet?
Are there any limitations that prevent models from hovering like eve?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/20/2008 11:19:39
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Jefe
Godlike
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Joined: 11/05/2008 22:52:53
Messages: 361
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Those would both be cool models to make. To answer your question, there isn't anything to prevent a model from appearing to hover, take the Professor Farnsworth character, for example. He sits in a hover chair. In fact, it should be slightly easier to make hovering characters than fully animated characters.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/20/2008 12:08:16
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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I started modelling Eve in blender last night.
I haven't made a model for ut though.
I figure Eve would be the best to learn with because of the simplicity.
What formats can unrealEd import?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/20/2008 21:25:49
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RoadKill v3.4
Wicked Sick!
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Joined: 06/03/2007 18:43:42
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I believe it needs to be in .psk format you can always send me the model and I can import if you need
but there should be an export tool available for blender me thinks
and I agree with Jefe no legs to worry about would make life easier for sure
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/22/2008 21:32:10
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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I started modeling EVE.
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EVE_UT_1.jpg |
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11 Kbytes
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222 time(s) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/22/2008 21:36:53
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Jefe
Godlike
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Joined: 11/05/2008 22:52:53
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My son likes.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/22/2008 23:21:45
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greg11
Wicked Sick!
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Ok here she is with her face, and arm pits added.
I found a script to convert blender models to psk...I have a feeling this is going to take some trial and error.
Do you need to create an armature before exporting to UT or do you make the armature later?
How do you tell the model where the guns are held? (I think I want to try and get the gun inside of her arm to at least give the effect of her cannon.
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EVE_UT_2.jpg |
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15 Kbytes
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257 time(s) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/23/2008 07:37:52
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RoadKill v3.4
Wicked Sick!
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Joined: 06/03/2007 18:43:42
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you need to link the model to a skeletal mesh (thus animation) before importing to Unrealed
not familiar with blender but hope this helps http://utforums.epicgames.com/showthread.php?p=25276848
look great by the way
BUMP how goes greg ?
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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