The Tutorial - Concept to Creation

Well this is it. The tutorial that will cover a significant amount of the processes involved in getting an idea into various end results such as Unreal Tournament 2004.

I'd just like to say a quick thankyou to all the people who have helped me get where I am today, from family and friends to all the people who hang out in forums helping those in need and others who have written tutorials. I'd like to generally credit any who has indeed helped me learn the things I do in these tutorials, and as hard as it would be to write everyones names down I'm still thankful that people can be so helpful in the design community. It's a great thing to see and I only wish it gets better from here.

That said, all I need to say is that this is not the only way to do things...in truth it's a little different to the general way in places, but it's still how I do it. Choose your own path and preference, even tell me if you know of definite ways to get better and quicker results perhaps...but on the whole I'm pretty happy with how things go...for me. I just hope you get something out of these tutorials (I mean, come on! It's HUGE! There's gotta be something useful in all this!) and I wish you all the best in your endeavours.

Oh, and I guess a small plug wouldn't go astray either...so check out my other stuff I have created at my website. www.neomagination.com, ranging from concepts, 3D, industrial previsualisation, website design and most forms of digital design known to man in some way! Feel free to contact me in regards to my work, this tutorial, or just to say Hi. Even better, a hello with a job opportunity in the Games industry ;) at the following address here.

If you find this tutorial useful and would like to help contribute to further tutorials (including Normal Mapping and using Unreal Tournament 3 in particular), please think about a donation.

So, without any more preamble...at least on this page, welcome to my Concept to Creation tutorial! *curtains draw to the side*

Concept
Artwork
Low Poly character modelling in
3D Studio MAX 6.0

Importing characters to UT2004
from
MAX 6.0 with Default animations

Modelling the Head (From photo)
1 2 3

Modelling the Front torso, Leg and Boot

Modelling the Rear of Leg, Back and Arm

Modelling the details of the Base character

Modelling the tech arm
1 2

Modelling the final touches

UVW Mapping
1 2 3

Texturing
1
2

Space Marine Import
1 2 3

This character was done for UT2003 although it should import with pretty much the same methods without too much of an issue.

If there are and you sort out the issue feel free to email me a quick fix and I will update the tutorial to accommodate.

Importing characters to UT2004 from MAX 6.0 with custom animations
Common Procedures

Physique and Rigging
1
2

Importing to UnrealEd
1
2 3

Karma Data

Final Presentation

Viewing Materials in 3D Studio MAX viewports