Before I bother to start reading the guides I would like to ask to ask you guys:
What is this about? What is texturing, modelling and coding about?
I know that by these, textured models are created but how? How is it done?
And in what order should they be done to create a succesful dynamic textured model?
Is it recomended to have a world for trying these more eficiently?
What is texturing, modelling and coding about?
Half the Internet is dedicated to these topics. But in the simplest terms:
Models are created first using a 3d modelling program. Different programs take different approaches but, as far as games are concerned, they all end up producing the same thing: a 3d model made up of triangles that connect points in 3d space.
Once you've created a model, the next stage is mapping: this is where you decide how the 3d model should be laid out for painting in 2d. Again, different programs do this in different ways, but the end result is the same: a 2d map (called a UVWmap) where every face on the model is represented by UVW coordinates (UVW equates to XYZ in "texture space"). Once you've done this, you end up with a kind of wireframe template that can be exported to bitmap (or similar), giving a texture artist the outlines of the model to paint onto.
The next stage is texturing: using a 2d paint program to paint the texture for the model.
The next stage (if appropriate) is animation. This is done in a 3d modelling program, normally. As before... different programs take different approaches, but you end up with the same sort of thing: an animated model in your 3d program.
The final stage is export and conversion: getting the model out of your 3d program, and into a format we can use in the game. That's where the model converter comes into play.
Coding is the process of telling a computer what to do ;) Which might include telling it how to manipulate and display 3d models and their textures in a game like TU... or any number of different or similar tasks. It's a bit like asking what reading is all about ;)
Yes, having a world can help when you're testing stuff for the game. But - especially if you've never done this before - you'll probably spend a long time messing about in a 3d program and in a 2d paint program before you're ready to start exporting stuff and using it on a world.
Just my opinions/approaches, and this is a dramatic simplification (eg there are programs that let you paint in 3d) but there you have it.
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Models are created first using a 3d modelling program. Different programs take different approaches but, as far as games are concerned, they all end up producing the same thing: a 3d model made up of triangles that connect points in 3d space.
Once you've created a model, the next stage is mapping: this is where you decide how the 3d model should be laid out for painting in 2d. Again, different programs do this in different ways, but the end result is the same: a 2d map (called a UVWmap) where every face on the model is represented by UVW coordinates (UVW equates to XYZ in "texture space"). Once you've done this, you end up with a kind of wireframe template that can be exported to bitmap (or similar), giving a texture artist the outlines of the model to paint onto.
The next stage is texturing: using a 2d paint program to paint the texture for the model.
The next stage (if appropriate) is animation. This is done in a 3d modelling program, normally. As before... different programs take different approaches, but you end up with the same sort of thing: an animated model in your 3d program.
The final stage is export and conversion: getting the model out of your 3d program, and into a format we can use in the game. That's where the model converter comes into play.
Coding is the process of telling a computer what to do ;) Which might include telling it how to manipulate and display 3d models and their textures in a game like TU... or any number of different or similar tasks. It's a bit like asking what reading is all about ;)
Yes, having a world can help when you're testing stuff for the game. But - especially if you've never done this before - you'll probably spend a long time messing about in a 3d program and in a 2d paint program before you're ready to start exporting stuff and using it on a world.
Just my opinions/approaches, and this is a dramatic simplification (eg there are programs that let you paint in 3d) but there you have it.
f