Always useful things like this and the low polycount yet superb mapping makes them excellent scene fillers. This is one seriously huge update Looks like a lot of hard works gone into preparing this and the other packs, a great thanks for the props
Sorry if I wasn't enough detailed in my explanations. I'm a French guy so I do my best to make myself understand.
When I ask about the converter, it was to import the meshes the Unreal Editor that come with Unreal Tournament 3, which is a earlier engine with much less capabilities than UDK. UDK as been made for moders, game developers & such, not for mappers who still make maps for UT3 with the "old" editor & most of us are maping as a hobby not as a career or something alike.
But now, since you explain the process, I know what to do.
Ah ok. Ben dans ce cas je n'en connais quand même pas ^^ J'ai jamais touché à UT3 ni UT4 d'ailleurs. J'ai touché à l'UDK seulement pour avoir un aperçu ingame de mes travaux. Autant dire que j'y connais rien
Yep, j'suis français, fallais jeter un oeil au profil pour le savoir
Therefore, can you suggest me a good converter to convert FBX & OBJ files in TGA files ? The goal is to import the meshes in a package to use withing the Unreal Editor.
I already started to make a pack that contain some of the 3D textures & I want to make a complete pack that include all your awesome work so I can use them in my maps. Full credits will be giving to you of course for making all those really nice assets
I think you don't get it. You can't convert 3d meshes (.fbx or .obj) to an img (tga) They are 2 different things. .fbx & .obj are for the 3d meshes and .tga for the maps. .fbx & .tga are compatible with UDK. You can use my packs in UDK. You just have to import them & to create the material with the UDK material tool. I don't provide the .upk file, a bit too heavy & it give you the possibility to do what you want with the maps.
I've got that a bit on the mind at the moment. I've spent the last 2+ years working on very low poly assets and worlds ... and displacement mapping is akin to this distant, awesome dream of what the future looks like even if computers are already there.