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Hey everyone, welcome to this week's Tips and Tricks video.
In this lesson, we're going to be learning how to take this asset here
from Maya and get it into UDK with all of the materials and textures hooked up.
To start, what we're going to do is just go ahead and look at this object.
What we've got here is we've got an object that is out in space,
and its pivot point is over here off to the side.
A few things that we're going to need to do to start is to
center this pivot point on the object, and also place it at the origin.
There are a few ways we can do this.
If we want to move the pivot of the object, if you hit the insert key,
you'll see that it changes your transform tool here.
You can go ahead and move the pivot without moving the object.
If we wanted to let's say go on the front view and align the pivot this way,
let's say we wanted it at the handle, and then maybe go on the top view,
and align it that way, that would be one way we could do it.
Another way we can do it is if we want to we can just go ahead
and go up to modify and click center pivot, and what's that going to do is
that's just going to automatically center the pivot at the object.
Let's say since this is a gun, we wouldn't want the pivot here;
I'm just going to go ahead and actually move the pivot to the handle.
It's at least important to know that there are multiple ways
you can move the pivot here.
From here what I'm going to do is I'm going to move this object to the origin.
If I go back into my perspective view, the easiest way to do that
is to just hold the X key.
This is going to allow you to snap to the grid.
I'm just going to go ahead and snap this to the grid.
There's one final step inside Maya before we export.
I'm just going to go ahead and make sure these translate values are set to zero,
or essentially that the transforms are frozen.
If I go to modify, freeze transforms, you'll see that's going to set
everything to zero, but still preserve the location of this.
I'm just going to go ahead and save this file.
From here what we can do is go ahead and export it.
I'm going to go to file, export all.
Under FBX, I'm going to choose the FBX export it from the drop down here.
It gets a little cut off by the recording resolution.
I'm going to go ahead and click pistol.
I had a file here existing already.
What I'm going to want to make sure I do is turn off embed media.
We're going to actually be hooking up the textures,
and importing them manually inside of UDK.
From here, if I just go ahead and click export all.
Ask me if I want to over ride it.
Of course I do.
Now we can actually go into UDK and begin to import it.
Here we are inside of UDK.
I've got my content browser over here.
To start importing, what we're going to do is just bring in the mesh.
I'm just going to click import, go to my desktop,
and find the location of this file.
Export, we've got our pistol.
FBX, right here.
I'm going to create a package called pistol.
Under group, just for the organization of this,
I'm just going to name it mesh.
Under these options here, make sure that we don't have import materials,
or textures checked or anything.
It shouldn't bring them in anyway since we didn't embed the media.
Just make sure that those are not checked.
I just click okay, what we'll see is now in to this browser, we've got a little thumb nail.
If we double click it and re-size this window,
we've got our mesh here.
As we can tell, it has no textures yet.
What I'm going to do is just close this down.
I'm going to click import again.
In the textures folder here I've got a few textures.
I've got a diffuse, and a missive.
I've got my normal map and my specular.
I'm going to import everything except the normal map.
That's because the normal map requires a different type of compression.
If I just select these three, click open.
Again, just to keep things organized,
I'm going to create a grouping called textures.
Everything else here should be fine.
I'm just going to click okay to all.
I'm just going to go ahead and import all of the textures.
Now we've got these textures imported.
What I have to do is go ahead and do that process again for the normal map.
We can keep everything here the same; want to keep
them in the same grouping and everything.
The only thing we're going to change is under compression settings,
set that to normal map.
Then just click okay, and that's going to go ahead and import the normal map.
As you can see, we've got all our textures in here now.
If we go back to our actual package or the base level of the package,
you'll see that we've got everything here.
We've got our static mesh and our four textures.
From here what we're going to need to to do is go ahead
and create a new material.
We can do that by right clicking.
Up here, just click new material.
The name is material.
I'll just say pistol material, and just click okay.
Let me go ahead and re-size this here.
Inside this dialog here, what we've got is we've got a preview window of the mesh.
We've got a actual ... actually it's not lit right now.
We're not going to worry about that too much.
We can do everything we need to here inside of
just this little window right here.
We've got all of these nodes we can add, or material functions.
What we're going to want to do to start is go
and find the texture sample node.
You can do that just by searching here.
We find texture sample, if we drag this over here,
what this is basically going to do is give us a blank texture sample.
Under here, under the texture node, what we can do is
we can begin to hook up all of the textures that we brought in.
If I go back to my package, and let's say I click on the diffuse,
which is the underscore D.
I just go ahead and import that here.
We'll see that we now have that texture inside that texture sample.
We can go ahead and as expected, take this little black box
and hook it up into the diffuse.
We'll see that we now have a texture that's going to show up here.
Next, what we can do is just go ahead and do this for the rest of them.
If we want to let's say stay organized, I can just click this once
and hold down control and move these nodes.
Another way to bring in this texture sample node is if
I let's say select the actual texture and I click back here over in this window
and hold down T, and click, it's going to bring in a texture sample node,
but it's already going to have pistol and the missive,
or basically whatever texture you have selected assigned to it.
I'm just going to go ahead since I already have this here.
That's the missive.
I'm going to hook that up.
i'm going to do the same for the normal map.
Hold down T and click and hook that into normal.
I'm just going to zoom out a little bit here so I can see.
For the very last one, which is the specular,
I'm just going to go ahead again and click T, hold T and click.
Drag that little black box over into specular.
What this does is actually completes the material,
or at least the base level material and the edits that we would possibly want to make,
which is I'd say is good enough for this example.
W can go ahead and close this down and apply the changes,
just click yes.
The last thing that we need to do here in order to get the actual material
hooked up is if we go ahead and double click our actual mesh,
UDK's probably doing some auto saving right now.
There we go.
Under here is now that we've got this open, if we unroll the L-O-D info,
we're going to have quite a few; let me just re-roll these up so
we can see it as we unroll it.
We've got our elements here.
Under the material, it's set to none.
Under the material channel here, if we just go ahead and
find our material inside of our package, and then
just hook that up in there, we'll see that we now have our material on our gun,
which is exactly what we needed.
All right, that concludes this lesson.
Thanks again for watching 3dmotive.com.