Modeling then Textering

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mystixs
Posts: 55
Joined: Wed Nov 16, 2005 10:33 pm

Modeling then Textering

Post by mystixs »

Ok I think I misspelled the title. Oh well.

Anyway, I am having trouble understanding how to make a model then texture it.. What programs do I need? And were can I get guides on this.

I would appreciate the help. Thanks.




EDIT: Would Milkshape3D or Lightwave work?
Cause I am more interested in modeling. I can just let someone else texture it.
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Fooli
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Post by Fooli »

In the simplest possible terms, there are four main steps to modelling:

- making the 3d model (mesh). To do that you need a 3d modelling program - http://theuniversal.net/artsection.php?page=artlinks has links to some free modelling packages. Basically any modelling program that lets you export to .x or .3ds will do (they're the only formats supported by our Model Converter at the moment). Most 3d programs let you do the basic stuff we need for the game; advanced programs like Lightwave or Max will also work just fine: the majority of their extra features are for CGI and rendering and advanced modelling stuff we don't support at the moment.

- animation: if you want to make models with rotating bits - propellers, wheels, turrets - you can get by with a basic 3d package. If you're more ambitious and want to do animated characters and so on, you'll need a 3d program that provides good support for that. Some of the free ones do basic skeletal stuff, some do nothing.

- uvwmapping: having a 3d model isn't much use unless you can texture it, and you can't texture it unless you've assigned texture coordinates (also known as uvw coordinates... hence "uvw mapping" or "uvmapping" or sometimes just "mapping"). There's not much point making a model without texture coordinates, even if you don't plan on texturing it yourself. All advanced 3d programs include uvwmapping functionality - cos it's pretty much essential. Some of the free ones don't and you'll need additional software (eg lithunwrap, or whatever it's called these days (UVMapper Pro or something)

- texturing: while it's perfectly feasible to make a model and release it with a texture template (outlines created as part of the uvmapping process) it also makes sense to at least have a go at texturing it yourself. Partly because it makes a new model at least usable, if not perfect, for other people; partly because it's only by doing some texture work that you can really start understanding the best way to create and map a 3d model.

I suppose you could add step 5, which is using the converter to create the .atm file for the game, but if you get that far it'll be a doddle :)

You can find as many modelling tutoririals as you care to Google for. Pick a program and find a tutorial for something simple. I'd like to say it's an easy thing to learn but frankly it isn't - it takes years to learn how to model properly (6 years later and I still have no idea :) - but I reckon it's worth it.

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mystixs
Posts: 55
Joined: Wed Nov 16, 2005 10:33 pm

Post by mystixs »

Thanks.

I have decided to get MilkShape 3D since it seems to be the easiest to do. If anyone has any information that will help me I would appreciate it.
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