Maya ----> UT2003 Character Model Tutorial
By Sundeep Dass
www.sunny-d.com
funkadelicdass@yahoo.com
Written March 2, 2003

PART 2: Unreal ED and UT2003

Alright, this is what we're gonna do in UED:
1. Make a .UKX animations file, which will contain your model's mesh and animation info.
2. Make a .UTX textures file, which will contain all your model's textures.

Importing your PSK/PSA and making a UKX file:

Alright, let's go back to the animations browser. First, we're gonna import your PSK file.
1. Go to File --> Mesh Import, and find your PSK file, then click Open
2. Another Menu will pop up and it will look something like this:

3. Remane your package to something that fits your model (maybe even your character's name). Your package name will become the FILE NAME for your UKX animation file, so you might want to write it down. Leave your mesh name the same as your PSK and click OK (Don't bother checking the "use maya coordinates box"). You should get something like this:

OK, your mesh is all huge and ugly and untextured. We'll get to the huge and ugly part, but first, let's get the model textured.
1. Click the Mesh tab to the right in the Animation Browser, and click on the + sign next to "skin" at the bottom of the list.
2.. Click the + sign next to Material, and you should see a number of lines equal to the number of materials you had assigned to your mesh in Maya. This is where you assign your textures, but first we ned to get our textures in UED. Let's go!

Making a UTX file:

Click on the Textures tab in the Browser window. We're gonna import our 32 bit uncompressed targas and make a new texture pack.
1. Go to File --> Import and find your Character's textures. You can import them all at the same time if you wish, so select them all and click OK. You should get the menu pop up pictured below:

2. Rename the package name to whatever you want your UTX file to be named. (I named mine FreakSkins).
3. Leave the "group name" field blank, and name your textures whatever you want them to be. For team (body) skins, use the same name as your default body skin but append it with a "_0" for the red team skin and a "_1" for blue team skin. You can always rename your texture files in the texture browser by right-clicking on the texture and choosing "rename".
4. Leave the "generate mip maps" box checked and click ok for all your textures. You should now have a new texture package with all textures you just imported.

While we're importing textures, you may as well import a "character profile" pic. This is the pic that shows up in UT2003's character select menu and the HUD pic that pops up during gameplay.
1. Make a character profile pic. This one is all up you. Maybe render out a cool pose in Maya, or draw something up. I kept mine close to the visual look of UT2003's portraits.
2. The file MUST be 256 x 512. Save it as an uncompressed tga and import it into UED that same way you did all your other textures. Based on the number of textures you have, you should get something that roughly looks like this:

OK, so right now you have a bunch of uncompressed textures. Even though I told you to do so, that's BAD. So let's compress them.
Right click on each texture and choose Compress --> DXT5. For your portrait, you can compress it to DXT3. It may take a few moments for UED to compress each of your textures. Be patient...
For more info on texture compression, check out this page at UDN.

One more thing we need to tweak in the texture browser, the LODs (level of detail). People will configure their UT2003 settings to display high or low quality textures based on how well their PC can run the game. There's two setting for this stuff, World and Player. Right now, your textures are at the "World" LOD setting, which isn't cool. So let's change that.
1. Right click on one of your textures and choose Properties.
2. Click on the "Texture" + sign, to open up the Texture properties.
3. Click on the LODSET line. This should bring up a little arrow box. Click the box to bring up a list of LOD settings.
4. Choose LODSET _PlayerSkin, then close the Properties box.

5. Repeat this for all of your Character's Skins.
*6. For you character portrait, change the LOD to LODSET_Interface (makes sense).

Go ahead and save your texture pack. Go to File --> Save, and UED will default to UT2003's textures directory, which is where you want to save it. The name should be the same as your package name, so don't change that. Click OK, and you got a .utx file. Way to go!

The UKX file, Part 2
OK, so we got waylaid a bit by this texture business. Let's get back to the mesh.

Actually, stay in the texture browser for one second. Select your default body skin. Now go back to the animations browser.
You should still have your Mesh --> Skins --> Material tree open. Click on material 0, then click on the use button. This should place your body texture where it belongs on your mesh. If it put it on the head (or some other part where it doesn't belong), this means you incorrectly named your materials in Maya. Make the changes in Maya (go back to the material naming section of the tutorial), re-export your PSK, re-import, and try to apply the texture again. Really, it's VERY important you get this right. If you don't, UT2003 will likely swap your head and body textures in-game, which isn't very attractive.
Go back to the Textures browser and select your "face skin". Then go back to the Animations browser, click on the next material, and click "use". This should correctly apply your head texture. If you have additional materials/textures, apply them now.
Your model should be big, and textured. Looking something like this:

Next Page: Size, Animation, Sockets.....

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