UT3 Modding and scondary software

UT3 should be coming soon with a new gametype, improved vehicles, and MORE PLAYERS! Death Warrant will be there with hardware to spare!
Post Reply
Savage
DW Clan Member
Posts: 628
Joined: Thu Mar 26, 2009 2:27 am
Xfire: savagedogg38
Location: Dayton, Ohio
Contact:

I have started developing a map in UT3 Editor. At this point, I have only started carving out basic geometry but I need to know what is a good secondary program to develop and import static meshes which I must import a lot to make this work. It is a large map with a lot going on as far as overhead, lifts, trap doors, and the like, and I must create a lot of stone and plaster like textures with reach depth. The map is to be geared toward DM and INV. I would hate to invest in Maya to find out ZBrush is more suitable to my needs. Also, is Photoshop capable of producing Normal Maps to show depth on a material? Any recommendations on books for those programs would be appreciated also. Thanks a lot!

P.S. The details on the map, I will divulge in the near future but I will say this: It is a wonderful idea and I would be suprised if somebody else wasn't already working on it...
Image
Image
Savage
DW Clan Member
Posts: 628
Joined: Thu Mar 26, 2009 2:27 am
Xfire: savagedogg38
Location: Dayton, Ohio
Contact:

I love Kizmet by the way, and the Widget is great too, if I spelled those right. If you haven't checked them out yet, you really should. The feel of the new Editor is awesome! Just had to add that... Happy fragging!
Image
Image
Savage
DW Clan Member
Posts: 628
Joined: Thu Mar 26, 2009 2:27 am
Xfire: savagedogg38
Location: Dayton, Ohio
Contact:

I asked the same question on Epic Forums and got back this from a Senior Member Ambershee for those of you interested:
If you want to generate normal maps by hand, then Photoshop will help; but if you're going to just auto-generate them, there an Nividia command-line tool, and there's Crazybump, both of which will do it better. For auto-generated normals from images, Crazybump is pretty sharp; so long as you know when to use it.

Otherwise, you'll want to be generating them from a high-res mesh instead, in your app of choice. The preference amongst most is 3dsmax - but Maya is also a popular option. Other options include Modo, XSI Mod Tool or Blender, but documentation and information will be more sparse. ZBrush is a sculpting tool for your high poly, really.

As for Photoshop, whatever floats your boat. I'm happy with GIMP, personally.

-Ambershee
GIMP is free GNU and free is awesome if you ask me!
Image
Image
Post Reply