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2 Good resources for props and static models

06 Jan

I am currently continuing working on something for the up coming holiday season, and i needed a few more models for my mod im working on , I  made some basic models in ued and converted them to meshes in the last few years but  I cant easily make  models with certin shapes easily in the editor, such as complex curves , Its just not made to be a very good model making tool.even the pros used 3dmax to make some of the  advanced shapes you see in unreal.

The kind of models i was looking for were kinda generic,  say like a  toy drum or box, I dont want to spoil my project yet until december , so i wont go into to much detail about that now.

But my search online usally ends up with sites like turbosquid , sites that want to sell you ready to use models for scenes. I dont want to spend any money , honestly im broke…, I just need some royalty free models to use for a project, So my search  for a drum brings me to a forum, that links back to the site sharecg.com ,

ShareCg contains free models and textures  in every consevable format, including the  format im looking for OBJ, a  few filters later and im left with 116 pages of free obj models , mostly with Unrestricted  or non commercial use only limitations. you need to have a free account to register , but bugmenot has that covered for you.

needless to say I spent the rest of the night opening about 40 tabs worth of models that looked interesting.Why obj you ask  and not 3ds?, Well the new 227 patches allow the use of static meshes and the format they  can be imported in is OBJ, so now that 227 is here you can use the abundant collections of light wave files online to give your maps that finished look.

I imported a ton of static meshes  when i was working on the 227 version of the hallowspire, Mostly from other games ( umodel>milkshape>obj) and they really make the map stand out from the usual decorations.

what you can also do  if if you happen to own sketch up pro, you can use the online 3d warehouse feature to import any  model from the “collection” into sketch up and use the export obj option to output a compatible unreal mesh

Now to make this even better. You have a static mesh of your new prop and you new 227 map looks sweet,But  227 also offers the ability to convert static meshes to brushes! So You can take that obj mesh you just imported and convert it to a brush , Then export the brush as a t3d file , And use meshmaker to turn that into a vertex mesh for any other version of unreal to use.

This is slightly more involved then i am making it seem , you need to sub textures and strip the exported brush of 227 flags , so now becuase of a  simple feature in 227 , a entire collection of models and props becomes accessible to users without modeling experence or expensive tools.

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2 Comments

Posted by on January 6, 2013 in Uncategorized

 

2 responses to “2 Good resources for props and static models

  1. gopo

    January 6, 2013 at 10:12 pm

    This is pretty cool stuff Bob. Are you interested in maybe making a large package of these with me and releasing them for mappers to use? If you do the 227 stuff I’ll do the conversion to brush and texture out everything. This could be cool stuff as it often just takes a cool model to spur a mapper to begin work on an entire project around it.
    BTW, it’s good to see you post again. I hope you had a good holiday!

     
  2. bobisunreal

    January 15, 2013 at 9:42 am

    hmm maybe? but …There’s 30 categories on the one site ,

    http://www.sharecg.com/b/5/3D-Models/?keywords=&member_type%5BAll%5D=on&attribute%5B2005%5D%5B2043%5D=1&attribute%5B2017%5D%5B-1%5D=1&attribute%5B2538%5D%5B2539%5D=1&attribute%5B2538%5D%5B2540%5D=1&attribute%5B2538%5D%5B4248%5D=1&tdm=a&s=dd

    for instance 8 pages of nature stuff. Each of those packages could have up to 9 models in it or just 1 , then each of those models will typically have 2 -10 surfaces.

    Its a VERY time consuming PITA . but straight forward task , for instance each model gets imported , then all the textures need to be down sampled , if they end up the wrong dimensions for unreal , then there unusable without screwing over the uv maps..

    once the textures get imported and assigned to the static mesh ,
    then you tell it to convert to brush , In some cases unreal sometimes throws a fit and you need to skip thu many dialog boxes full of vertex assign warnings, but it still comes out fine, other times there may be slight brush glitches.( wont matter as it gonna be a a mesh)

    After the brush is created and exported (with dummy mine.utx textures)
    meshmaker cant open it , as 227 adds extra texture info, so you need to import brush into ut/225 and export the brush again, only then will meshmaker create the mesh ,
    then take that outputted mesh and play the “what multiskin did it assign the surfaces to” game,

    I think i used a total of 8 models from that site out of 10 i tired to use , it took me probably 10 – 30 minutes each to get them into a final usable unreal vertex mesh package, that sounds like a short time , but it adds up very quickly , and most of that work cant easily be scripted.

    Assuming that each item only contained 1 model , and that we only wanted 7 of the 8 pages worth in just the nature section that’s 15 per page x 7 pages = 105 models x avg 20 minutes per ,that about 35 hours worth of work to make single pack..Not sure its practical.
    Better to just pick a few here and there as they are needed for a project.

     

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