Name:
Kabuki

Release Date:
7th July 2004

Author:
Dennis "-|ControL|-" Nollen - Concept, Model, UV Mapping, Textures, Rigging, Exporting/Importing

E-Mail:
Business-Dennisnollen@hotmail.com
Other   -nrlonewolf@hotmail.com

HomePage:
www.DennisNollen.com

Installation:

Kabuki.ukx		|	Animations
Kabuki.utx		|	Textures
Kabuki.upl		|	System
Kabuki README.txt	|	System
Images			|	For your viewing pleasure

Everything with model should work properly after droping files into matching destinations.  To get the Bio to display in the character selection screen you will
have to add this line into your XPlayers.INT file located in your system folder (copy paste on line after "Default="No data.")

KabukiAA="Name:Kabuki|Age:Ancient|Race:Homo Sapiens| (Geneboosted)||Data:|Not much is known of Kabuki, Even the highest CEO's sponsoring current day tournaments ponder where this killing machine came from and more importantly who unchained him.  |one journalist wrote |"He came silent as death with a confidence only he who controls his fate can.  I could not stand to watch the gore this monster relished in, I closed my eyes but their screams pierced my soul.   I no longer fear death itself,  Yet I fear Kabuki."||"

Creation Notes:
Mesh was made a couple months ago but due to real life constraints I had to put on back burner till now.  Was intended to be a japanese style character which UT has been lacking in since I could remember.  As of recently I have seen a
couple japanese style models come out so I figured I had to get this one out before moving onto the next character.  I learned a lot about how character have to be set up to get into UT engine and will be appling those lessons to my next
Creation however this model takes the blunt of the learning experience in a few spots.  the two main points I will be doing diffrently next time is A. I will put all the Team Color skin on one map and the rest on the face map (my model
doesnt support TC's because there are TC's on both face and body maps and B. I would segment my mesh.  Because of the extreme joint rotations in the stock bipeds it causes single mesh joints to twist very easily.  Making segmented joints
will eliminate this problem as well as make for easier rigging with rigid verticies.  Hope some people out there can learn from the problems I encountered to late in the production to avoid.

Technical Info:

Vertices	:1737
Polygons	:3386
Skins		:Kabuki_Head.dds	(1024x1024)
		 Kabuki_Body.dds	(1024x1024)
		 Kabuki_Flag.dds	(256x256)
		 Kabuki_Portrait.dds	(256x512)
Skeleton	:Epic(Jugg)
Animation	:Epic(Jugg)
Karma		:Epic(Male)

Tools Used:

Mesh			: 3D studio max 5
UV Mapping		: 3D Studio Max 5
Skins			: Photoshop 7.0
Exporting		: ActorX	
Compiling and Tweaking  : UbrealEd 3.0

Special Thanks to:

PolyCount Forums
3DBuzz Forums
ChaosTheory-Help Figuring out the exact UPL file setup and playtesting.
Huge TX to Super-Moose for the info on getting TC's in... will rock so much harder with TC's
The many PPl I bounced Idea's off through out the whole prosses
Bobo, feng, pascal, and all the other artist that inspire me to keep at it while making me mad at just how dAM! awsome you are, you are appreciated. 
Epic for supplying the content to let its community expand and grow with its games(both in info and tools as well)
IanW, for making the template for this readme file.


All files here in are Copyright of Dennis Nollen and are not to be used, duplicated, or modified without the written permission by Dennis Nollen.




