• New to Modelling
    24 replies, posted
Long story short, I was playing around with autocad one day for fun and loved it. I decided I wanted to make some stuffs for gmod. Only thing is, I have several questions about the process. I've searched and can't find answers to the specific questions I have, so I was wondering if you guys could help me out. I'm already setting up 3Ds Max to use. 1) I'm sure making props should be pretty easy, but what about vehicles? Lets say I wanted to port a vehicle over from another game. What would be the process to go through as far as to make sure all the functions work ingame. I don't know about any coding that goes along with it or any special things I have to do to the model. 2) I've seen guides about porting over models for ragdolls, but cannot seem to find the extra steps for porting them for use as your playermodel. Any info is helpful and even the smallest details help. I am a complete noob in this area and it seems like something I would love to do.
1 - You have to animate all the steering, wheel rotations, and suspension in 3DS Max, and then find or write a .qc so all the animations go to the current functions ingame. 2 - I have no experience with, but it's sort of like rigging a vehicle.
For the wheel rotations I would create pose parameters, these are made of 3 animations, the neutral position the far right and the far left. you would simply need to pose the car into each positon and export it as an animation, then when you code the pc you would define it as such so that the engine knows to blend it. For the driving animaitons you would just need to rotate the wheels and create a looping animation. The suspension would be gestures or sub animations that play on top of the driving animations. Create a weight list that only affects the bones that move for the gesture. If you name all the animations and parameters correctly the engine will know what to do with them. I would study the buggy and other vehicles in modelviewer. [url]https://developer.valvesoftware.com/wiki/Category:QC_Commands[/url]
I'm new to modelling in 3DS Max (I know Maya and Softimage) and I'm wondering how the VMT files are supposed to work. I can't seem to import them for a model port. Any ideas or help?
[QUOTE=Daemon White;40572082]I'm new to modelling in 3DS Max (I know Maya and Softimage) and I'm wondering how the VMT files are supposed to work. I can't seem to import them for a model port. Any ideas or help?[/QUOTE]VMT is the Material Texture (That put together the texture for the models or object you assign), VTF is the actual Texture files (Diffuse, norms, details, etc..) When you create the VMT, you [b]MUST[/b] use VertexlitGeneric or UnlitGeneric for models. Any other materials type will simply render your model invisible.
Awesome, Thanks!
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[QUOTE=Sims_doc;40573079]Didn't Mariokart put together a great tutorial on rigging models for source? I believe its the only one also.[/QUOTE] Yeah, but he goes over rigging ragdolls. I'm looking to create/re-skin playermodels, and I don't know if the process is different.
rigging something to a skeleton is exactly the same, he goes over rigging, making a ragdol is just a term for compiling something to source with a physics model.
Thank you guys very much. I have another question. I was wondering what program everyone uses. I have both softimage mod tool and 3ds max installed. I prefer modeling in softimage mod tool because I can navigate around the model easily by pressing the s key, but it doesn't have the unwrap feature (or I haven't been able to find it), whereas 3ds max has the unwrap tool, but is harder to navigate through the view. I tried importing from mod tool to 3ds max, but the model looses all definition and hard edges.
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how competitive is google sketch-up? I remember having a really easy time modeling things with it without any practice or tutorials, but I dropped it since it seemed a little gimmicky for me at the time, though it was a rather long time ago
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[QUOTE=Sims_doc;40628817]Well, I use the following programs for making models. [I]3D Max[/I], [I]zBrush [/I]and [I]Google Sketch up Pro[/I]. Strange thing is I've never heard of [I]Softimage[/I] is it any good for hard surface work?[/QUOTE] Really? I've had some bad experience with some skp files imported into max.
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[QUOTE=Sims_doc;40628817]Strange thing is I've never heard of [I]Softimage[/I] is it any good for hard surface work?[/QUOTE] It was the original program to work with. Before Autodesk had it, it was called XSI. Hell, the .exe si still called XSI. And to answer your question, yes. It's a fantastic modelling software, but with all new software, it takes a little bit to get used to.
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I know Softimage and Maya (2012 / 2013), learning 3DSMax. But the thing is, if you know how to model in one, you knw them all. Only difference is the tool names (But a lot are the same / very similar), and the GUI.
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According to my proffessors in college, 3DS Max is useless and unnecessary. Maya is preferred for animating, and Softimage is the go-to tool for modelling. I use both for both reasons :v:
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Nope, there's an easy way to do everything. I've been taught a few advanced things so far, and there's more to come in my second year of College. My one professor was a Beta tester for XSI, and (All the faculty believe and tell me this) he's one of the people behind the creation of the Lattice tool. Not sure if it's used too much, but it's fantastic for deformations (Like water being squeezed through a small hole, or a tire being slightly flattened out from pressure as the vehicle drives on a road, or basic land deformations.
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I'm in Canada, if that explains anything.
I decided to try the regular softimage instead of using the free mod tool. I hope the navigation tools are the same. That's really the only reason I used xsi over 3ds max. I just wish I could get the student discount, but it might be hard without being a student....
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