Modelling: 3ds MAX (I'm using 9)
Skinning: Adobe Photoshop (I'm using CS3).
I hope you have at least 9000$ to buy these.
[QUOTE=Trek;31084417]Modelling: 3ds MAX (I'm using 9)
Skinning: Adobe Photoshop (I'm using CS3).
I hope you have at least 9000$ to buy these.[/QUOTE]
You can also use the 3ds max student version for free
[QUOTE=Spectre1406;31019044][url]http://www.facepunch.com/forums/44[/url][/QUOTE]
........what was the point of this?
[QUOTE=Trek;31084417]Modelling: 3ds MAX (I'm using 9)
Skinning: Adobe Photoshop (I'm using CS3).
I hope you have at least 9000$ to buy these.[/QUOTE]
jeeez. Does blender also work for modeling?
[QUOTE=Alien512;31090780]........what was the point of this?[/QUOTE]
You're supposed to ask that in there.
[QUOTE=darkshifter98;31096386]jeeez. Does blender also work for modeling?[/QUOTE]
Yes, but it's harder to learn.
[QUOTE=Glaber;31136701]Yes, but it's harder to learn.[/QUOTE]
Which would you say would be the easiest then? I've been wanting to Create few .smd's with new crowbar animations to replace the old one's garry made, though Blender has seemed to be a little tough to understand.
Hi i'm wanting to give modelling a go. I have Softimage and 3DS MAX 2011 but the source plugin doesn't work properly, i have no idea how to import SMDs.. i also don't even know how to GET the damn things. Can someone please help me out?
Thanks :)
[QUOTE=Glaber;31136701]Yes, but it's harder to learn.[/QUOTE]
I'd say Blender is pretty easy to learn. It's certainly much easier than XSI, which the other free option.
XSI Mod Tool make me want to ram my head against the wall.
[QUOTE=darkshifter98;31096386]jeeez. Does blender also work for modeling?[/QUOTE]
Yes, look for the SMD importer/exporter in the "It's Blender 2.5!" thread.
[QUOTE=Wickerman123;31140561]Hi i'm wanting to give modelling a go. I have Softimage and 3DS MAX 2011 but the source plugin doesn't work properly, i have no idea how to import SMDs.. i also don't even know how to GET the damn things. Can someone please help me out?
Thanks :)[/QUOTE]
Either decompile .mdl's or look in sourcesdk_content
[editline]15th July 2011[/editline]
Anyways, anyone know of a tutorial for adding facial expressions to a custom model?
[QUOTE=OneWingedAngel8;31137545]Which would you say would be the easiest then? I've been wanting to Create few .smd's with new crowbar animations to replace the old one's garry made, though Blender has seemed to be a little tough to understand.[/QUOTE]
I found 3DS max easy enough to learn, but very expensive. If you're looking for free software I can't help.
I have a question for anyone that can answer, using 3DS max 9 as the modeling program, is there a tutorial for making body groups?
[QUOTE=Glaber;31163761]I found 3DS max easy enough to learn, but very expensive. If you're looking for free software I can't help.
I have a question for anyone that can answer, using 3DS max 9 as the modeling program, is there a tutorial for making body groups?[/QUOTE]
[b]Blender.[/b]
And it's simple, simply export what you want in the body group as a separate SMD, and put [url=http://developer.valvesoftware.com/wiki/$bodygroup]this[/url] in your QC file. Doesn't really have much to do with the modelling program itself.
Your model is looking for the materials in materials\models\weapons\winchester\winchester when your VMT points to a file named winchestert in materials\models\weapons\winchester
Thanks a freaking lot man!!!!!!!!!!!!!!!!!!!!!!!!
Anyone knows a good tutorial for multiply materials at the same time on a model for source?
You know so I can make a tree model with the leaves and stuff one texture and the base another?
Does anyone know why this would happen when decompiling and recompiling DOD:S arms? I'm using $proceduralbones "male.vrd" per a tutorial that helped me fix a dodgy arm problem with the DOD:S Thompson rig, but I've tried compiling without it and it looks worse.
[thumb]http://dl.dropbox.com/u/14728864/rp_dunklestadt_v30003.jpg[/thumb]
Is this the fault of the decompiler, modeling program, or something else?
[QUOTE=asXas;31211984]Anyone knows a good tutorial for multiply materials at the same time on a model for source?
You know so I can make a tree model with the leaves and stuff one texture and the base another?[/QUOTE]
Easiest way? Select all leaf elements and drag and drop your leaf texture on them then select all the base elements and drag and drop the second texture to it.
[IMG]http://dl.dropbox.com/u/27874266/mrchelp1.PNG[/IMG]
does anyone know why this is happening
i'm trying to rig a CSS model to the SMG bones but when I recompile this happens
so I've just started to learn how to model today
does anyone have a good series of blender tutorials?
also can someone help explain how I uv map this or just add textures somehow?
[url]http://i.imgur.com/PLvbY.png[/url]
that's my first model by the way
Hate to ask since it's not the perfect place for it.
But does anyone have any experience at all at making particle effects? Just want to make a black glow kinda of texture. It would get attached into a models eyesockets.
Im sorry for bumping this thread up again but I didn't want to make a seperate thread for this question.
I made a reskin of the goopit_pipe model but my question is how do I make it a second skingroup.
pitty this thread doesnt work as well as in the mapping section.
I guess since this is a megathread and it isn't locked, there's no harm in necroposting on topic.
Can anybody tell me their method of scaling for objects? Do you import a reference model and work by eye, or do you convert from ingame units to real world units and then back to the units of your editor of choice (assuming it doesn't just use real world units as well)?
[QUOTE=Magman77;44958433]I guess since this is a megathread and it isn't locked, there's no harm in necroposting on topic.
Can anybody tell me their method of scaling for objects? Do you import a reference model and work by eye, or do you convert from ingame units to real world units and then back to the units of your editor of choice (assuming it doesn't just use real world units as well)?[/QUOTE]
The easiest way would be to use a reference model and scale by eye.
alright, thanks
does anybody know if there's a place I can get pre-decompiled half-life 2 models (preferably a citizen or other character model) to use, or am I going to have to turn one into an smd myself and import it from there?
uhh I can't find a definitive answer through forum or google searches (probably mostly because I don't know how to phrase the search query) and I'm afraid to ask on the blenderartists.org forums because it's undoubtedly been asked a hundred times and I'll get yelled at. I've UV unwrapped a mesh and mapped a texture to it in blender, but I'm having a problem where the opposite side of a mapped face isn't showing the texture on the front face. How do I make the texture show through as though you were seeing the "back" of the front side's texture?
it currently looks like this:
[t]http://i.imgur.com/NEcmTzy.png[/t]
[editline]12th June 2014[/editline]
is it appropriate to ask this sort of thing here or is this thread more for the point between the export from the modelling program and the final result in-engine?
[editline]12th June 2014[/editline]
I might add that backface culling is off and double-sided normals is checked.
[editline]12th June 2014[/editline]
I've looked around a lot, and everywhere I go people with the issue never get a solid answer. It's a very low-poly model so I just duplicated the faces and reversed the normals. I feel filthy now. Consider this problem solved, I guess.
Quick question, is it possible to port from UDK to Source through Softimage or should I go ahead and get Max or Maya?
I imagine if you can export from UDK to any common format, then yes. It would then be as easy as using a plugin for softimage to export to smd format and recompile with studiomdl.
[editline]17th June 2014[/editline]
[url]https://developer.valvesoftware.com/wiki/Softimage_Mod_Tool[/url]
the link for the "Valve Source Addon" doesn't seem to lead anywhere useful
[editline]17th June 2014[/editline]
I'm probably not a whole lot of use, I am not 100% familiar with autodesk tools.
[QUOTE=Magman77;45080699]uhh I can't find a definitive answer through forum or google searches (probably mostly because I don't know how to phrase the search query) and I'm afraid to ask on the blenderartists.org forums because it's undoubtedly been asked a hundred times and I'll get yelled at. I've UV unwrapped a mesh and mapped a texture to it in blender, but I'm having a problem where the opposite side of a mapped face isn't showing the texture on the front face. How do I make the texture show through as though you were seeing the "back" of the front side's texture?
[editline]12th June 2014[/editline]
I've looked around a lot, and everywhere I go people with the issue never get a solid answer. It's a very low-poly model so I just duplicated the faces and reversed the normals. I feel filthy now. Consider this problem solved, I guess.[/QUOTE]
Yeah you just need to make another face to point in the opposite direction. It can be a bit frustrating to understand at first glance, but there is also some value to having a kind of 'one-way mirror' effect to the models. The main one being that your computer shouldn't need to render the inner faces of something especially when it is enclosed (like a sphere or cube), when in normal circumstances, you shouldn't be able to see them at all.
[QUOTE=Leintharien;45129542]Yeah you just need to make another face to point in the opposite direction. It can be a bit frustrating to understand at first glance, but there is also some value to having a kind of 'one-way mirror' effect to the models. The main one being that your computer shouldn't need to render the inner faces of something especially when it is enclosed (like a sphere or cube), when in normal circumstances, you shouldn't be able to see them at all.[/QUOTE]
It was no big deal, just duplicated the faces and reversed the normals. I can see that being pretty painless even on a large scale. I just felt sloppy doing it because I guess I assumed there was a cleaner way, like telling it not to cull the backside of the face or something.
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