Custom Player Models, Messed Up!

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Spectra
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Custom Player Models, Messed Up!

Post by Spectra »

I was currently working on a Custom Player Model from Pacific Rim movie and managed to get this guy: Gypsy Danger to the game. This Model is currently using the BP4 Skeleton for animations, etc.

I encountered with some problems:
Spoiler
Image
As you can see in Player Menu, the Model is completely messed up! Some parts are invisible from far looking thing.
So I am asking is there any way to make it look properly like LODBias should be increased??

However in Game it somehow looks ok:
Spoiler
Image
But here I increased its LODBias too much that it is causing the game to lag! Which is the best LODBias??
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Re: Custom Player Models, Messed Up!

Post by papercoffee »

:shock: How many polygons do you have there??
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Re: Custom Player Models, Messed Up!

Post by Spectra »

I guess its 24088 :loool:
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Re: Custom Player Models, Messed Up!

Post by JackGriffin »

Obviously this is going to have issues. Nice model though, just a lot for the engine to handle. You could take some texturing shortcuts to improve the count a bit but the visual will suffer some. What's your import strength setting and does the model look good after import in UModel (no jaggeds or bad points)?
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Re: Custom Player Models, Messed Up!

Post by EvilGrins »

Rocky wrote:As you can see in Player Menu, the Model is completely messed up! Some parts are invisible from far looking thing.
While i can't advise towards a fix, I can say this isn't a unique to this model's problem. A lot of models, particularly mechs for some reason, often have bits you can see right through or don't visibly show up as you'd like them to.

On a side note, kinda disappointed this player model is normal sized. When you said Pacific Rim my first thought was "At last, something i can wear to fight a Titan looking it dead in the eye!"
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Custom Player Models, Messed Up!

Post by Spectra »

JackGriffin wrote:does the model look good after import in UModel (no jaggeds or bad points)?
Ya it kinda looks good in Umodel.

Image
EvilGrins wrote:On a side note, kinda disappointed this player model is normal sized. When you said Pacific Rim my first thought was "At last, something i can wear to fight a Titan looking it dead in the eye!"
Maybe I can make this model as a friendly monster who will be size of titan and can protect and follow you??
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Re: Custom Player Models, Messed Up!

Post by papercoffee »

So ...this model is not made by you, right?
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Re: Custom Player Models, Messed Up!

Post by EvilGrins »

Say, does the "fan" looking thing in the middle torso spin by any chance?
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Custom Player Models, Messed Up!

Post by Dr.Flay »

How does the model look ingame ?
The player select window uses the software renderer.

Try upgrading to a newer renderer in the main ini
eg. WindowedRenderDevice=D3D9Drv.D3D9RenderDevice
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Re: Custom Player Models, Messed Up!

Post by JackGriffin »

None of that is going to matter Flay. That model is a magnitude more involved than UT can handle.

Size won't matter either so don't bother trying to make it titan-sized. Drawscale has no effect on polys and verts unless you make it very, very small. Then it starts to discard some much like mipmapping does for textures.

I'm with paper....Where did this come from?
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Re: Custom Player Models, Messed Up!

Post by Spectra »

Of course I didn't made those models. I got it from here: http://www.therpf.com/f24/pacific-rim-j ... ed-191528/
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Re: Custom Player Models, Messed Up!

Post by papercoffee »

Ah ...ok ...I asked, because if it where made by you, should you keep the outer parts (shape giving parts) of the Mecha and rework the inner parts, which are much too detailed and meaningless for a fast game player model.
Many things can be made with lower polys and texture tricks and will look great.
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Re: Custom Player Models, Messed Up!

Post by EvilGrins »

There are a few mechs that do work with the UT engine, not putting any strain on it. Depending on how much effort you want to put into your model's project, you might find some insights by downloading some and seeing what they did that worked out okay.

I'd suggest tracking down these:
Image

Image

Image
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Custom Player Models, Messed Up!

Post by papercoffee »

EvilGrins wrote: Image
Best example for a lower poly model with details in the texture ... and still looks awesome.
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Re: Custom Player Models, Messed Up!

Post by JackGriffin »

I've seen that model done as an archangel one. The back fins were feathers and were done see-through.
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