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View Full Version : So you want to be a modeller? Here are some tutorials



Cid88
13-09-2006, 16:18
Decided to draw up a little link post containing links that will guide you through modelling a character, then getting it in game. I'm looking for people to contribute their own links, especially if its for an editor that is NOT 3d Studio Max, such as blender. Many of the operations are probably the same, but 3d Studio Max tends to have more power than a program like blender.

Also, weapon modelling tutorials would be awesome, I seem to have lost some links I had on em.

Character Modelling
-Modelling Joan Of Arc (http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp) Is probably my favorite tutorial for this stuff, because it takes the modeller all the way to uvw mapping, which is a good thing to learn. It covers a great way to model characters by using a mix of box and face/plane modelling. A must read. This also contains a good tutorial on how to model a sword, which may or may not help out with the creation of weapons. It's recommended you know how to get around in max, but you don't have to be a good modeller.

-Low Poly Character Modelling (http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp) This tutorial covers modelling a low poly character (though you could likely make it more detailed yourself) through techniques that are not based in box modelling. Again, its for 3d Studio Max, though it may be able to be converted by those familiar with blender. At times it may get a little confusing for the brand spankin new beginner, so it's recommended you know how to navigate the primitive shapes and modifier stacks, as with the previous tutorial.

-Making Sebulba (http://www.3dtotal.com/ffa/tutorials/max/making_sebulba/making_sebulba01.asp) To be honest, I haven't read much through this one. It does seem to cover the making of a character straight out of star wars, but it appears to follow the same box-modelling method that seems to prevail in most places.

JKA Related Tutorials And Links
-Compiling Character Models for JKA (http://psyko3d.50webs.com/tutorials/jk2_guide.htm) Seems to be a fairly detailed tutorial on getting character models in JKA. Having not actually followed it myself, I can't give much more of a review.

-The Skin Modifier (http://www3.sympatico.ca/psykopat/tutorials/skin_modifier.htm) Related to the above tutorial. This is where you can learn to weight in 3ds max. Also includes doing some of the trickier parts, like shoulders.

-Creating LOD's for JK2 Models (Applies to JKA) (http://psyko3d.50webs.com/tutorials/skin_modifier.htm) This is a quick tutorial on how to create LODs for your models.

-Getting your vehicle models into JKA (http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html) A tutorial on getting vehicle models to work in JKA, by Duncan.

-Blender Tools for GLMs (allows more modelling for JKA!) (http://forums.mt-wudan.com/viewtopic.php?t=599) Expands blender's modelling abilities for JKA.

Just Plain Cool
-A nice tutorial covering recreation of a cool scene in Star Wars (http://www.3dtotal.com/team/Tutorials/starwars/starwars_01.asp)

Fang
13-09-2006, 16:30
If only I could afford 3ds Studio Max :cry:

Cid88
13-09-2006, 16:35
Thats why blender tutorials / blender versions of the tutorials are needed :P

Program Info
-3d Studio Max
The most popular commericial 3d modelling program. Can do just about anything for JKA
-Blender
The most popular free 3d modelling program. Can do weapons and maybe character models, not sure about the character model part (that is, getting it into jka)


More info about programs like softimage XSI would be nice.

csidle
13-09-2006, 16:40
Isn't there a trial of 3dsM or something? It'd be cool to try out, see if it's your thing.

Yzmo
13-09-2006, 16:49
well, blender can export to 3ds format... anyway.. 3ds Max is like $800 or so.. so i rwally cant afford it... but, which is better, gmax or blender?? Gmax is more like 3ds.. but blender is (feels) easier.. the best thing ive modeld in blander is a doll out of boxes all with extrusion.. :o

Cid88
13-09-2006, 16:59
Isn't there a trial of 3dsM or something? It'd be cool to try out, see if it's your thing.
Yes, but if you can learn to model really well in 30 days with the 3d studio max trial (its 30 days long, no documentation), I'll be amazed :P

Yzmo: Blender, probably, if for JKA. However, both aren't really any good for anything other than getting some models in game. And even then they are weaker than 3d Studio Max.

Yzmo
13-09-2006, 17:06
So u cant really model players and guns in Blender/gmax??

Cid88
13-09-2006, 17:10
Guns can be modelled in blender, and players can PROBABLY be modelled, but its not going to be as easy.

The difference between max and blender is NOT the difference between ps and gimp. While I'm all for free tools, it seems you have to cough up some cash to get some modelling programs. Student discounts are great, as are some of the cheaper programs (I've heard milkshape is good, and that is pretty cheap). I'm sure blender can work, though. You may need to collaborate with a 3d studio max owner to get player models in game, however. Pahricida, Liberty, and Hapslash probably have a better idea.

Keshire
14-09-2006, 06:35
Wudan, God of Ghoul2, has put some work into blender scripts for glm.

http://forums.mt-wudan.com/viewtopic.php?t=599

Corsair
14-09-2006, 08:43
As far as I know, Max and/or Softimage is required to to playermodels/vehicles.

GK-506
04-11-2007, 05:07
im using XSI mod tool finished the model but i dont know how to get it into .glm anyone know?

=Someone=
04-11-2007, 05:55
im using XSI mod tool finished the model but i dont know how to get it into .glm anyone know?

You've got to import the JKA Skeleton first, arrange the bolts, weight mesh and caps to the skeleton and link the bolts, caps, mesh-parts together.

When you did that, you can export the model as .xsi and run it through assimilate to turn it into a .glm.

UnsungHero
04-11-2007, 15:46
Searching for tutorials is key: http://forums.filefront.com/sw-jk3-modding-editing/312927-eclypses-xsi-mod-tool-weighing-tutorial.html

Jarik
04-11-2007, 18:03
I dabble around with 3DS max every now and then. It's one of those programs that just get your mind working, and is awesome to impress your high school friends. Haha.

www.tutorialized.com

This is what I used for most of my PS2, and 3DS max needs.

GK-506
05-11-2007, 04:49
its a non-humanoid model would it be the same with weighting?

UnsungHero
05-11-2007, 04:53
No, you would need to either make a skeleton for the model or use one of the skeletons from the creatures in base jka. I think they are floating in one of those 3 packs on jk3files that Keshire obtained.

GK-506
05-11-2007, 04:57
yeah i got those. im remaking the mutant rancor to look more......mutant it comes with the skeleton already in it i think..

are those models already weighted?

GK-506
05-11-2007, 05:30
how the heck do i use assimilate....

GK-506
05-11-2007, 05:35
unsung what did you use to convert your darktrooper model into a .GLM?

=Someone=
05-11-2007, 09:37
yeah i got those. im remaking the mutant rancor to look more......mutant it comes with the skeleton already in it i think..

are those models already weighted?

If you import a .glm, the weighting and linking are lost. You can't do anything about that - so, simply put, if you want to edit to any .glm, it means that you have to re-weight it.

It's even trickier with models that use custom skeletons, because you have to re-build the skeleton yourself first. The .gla that comes with those models only stores the anims, and those only work if each bone of the skeleton it uses is found. Here's an example, so you know what i mean:



I re-build that skeleton myself, after checking how the bones are arranged in ModView. It's not really hard, but Assimilate is very exact about the position of the bones to make the anims look smooth, so it's tedious work.

-------------------

Simplest way to get Assimilate to work is to set a folder structure up like the game uses it: f.i. C:/base/models/players/_humanoid/.

Put your "root.xsi" (your exported, weighted and linked model) and the humanoid.gla from MB2 into the _humanoid folder. Open up assimilate then (if it's the first time you do that, go to Preferences and make sure the path for the compiler works), create a new file then, go to add files, add the humanoid.gla. Click b for build.

GK-506
05-11-2007, 18:41
If you import a .glm, the weighting and linking are lost. You can't do anything about that - so, simply put, if you want to edit to any .glm, it means that you have to re-weight it.





is that the same with XSI's?

Yzmo
05-11-2007, 18:48
It shouldn't

GK-506
05-11-2007, 19:00
ok...cause when i click a part it has colored dots at the verts or what ever ..

Lervish
05-11-2007, 19:03
is that the same with XSI's?
At least when I tried to import some of the XSIs Raven released the importer imported the bones as dummies, so it was kinda useless. And iirc it didn't import the model at all, only the skeleton, as dummies. :eek:

This was with 3ds max's XSI importer, it might work better with XSI mod tools.

=Someone=
05-11-2007, 19:23
is that the same with XSI's?

If you got the .xsi from a friend who weighted the model, just ask him for a different file format. .max works fine - never had to use anything else so far.

GK-506
05-11-2007, 21:11
i got the XSI from jk3files. right here



http://jediknight3.filefront.com/file/Raven_Animation_and_Model_Source_Files_Part_3;2662 6

=Someone=
05-11-2007, 21:47
i got the XSI from jk3files. right here



http://jediknight3.filefront.com/file/Raven_Animation_and_Model_Source_Files_Part_3;2662 6

To put it simple, those are for animators. Nothing's inside those files that'd weight a model for you.

Soloman
29-11-2007, 16:41
I got my maya from studica.com for $368 3dsmax is the same with student discount. I <3 that site.

Wigert
17-05-2008, 23:53
Autodesk Maya 2008 Unlimited.

You know you want it.

And no I didn't get it legally. I guess you can't promote illegal stuff here so I won't.

Ford
09-07-2008, 03:11
anyone ever get this to work with blender?

Deshiel
26-10-2008, 21:33
If i'll draw you the sketch of a model , will someone here do the rest ?

Lervish
26-10-2008, 22:45
No. o.o

Cid88
26-10-2008, 22:53
If you want to get a model made, you're gonna need to do it yourself.

Deshiel
27-10-2008, 11:13
Atleast i'm able to draw the scetch xD

Frost
27-10-2008, 11:47
It's sketch. And that's useless if you dont know how to model.

UnsungHero
27-10-2008, 17:31
It's sketch. And that's useless if you dont know how to model.

UNLESS YOUR JOB IS TO DRAW CONCEPT ART FOR MODELERS! ;o

Teelos
27-10-2008, 17:41
They are concepts! not measly sketches!

Cid88
27-10-2008, 17:46
UNLESS YOUR JOB IS TO DRAW CONCEPT ART FOR MODELERS! ;o

And half the time we ignore them cause concept artists don't do it right :P

Damn hippies!

Frost
27-10-2008, 18:19
UNLESS YOUR JOB IS TO DRAW CONCEPT ART FOR MODELERS! ;o

Irrelevant to this discussion ain't it ? He said that he could draw something of a model he wanted which = useless if you don't know how to model because you won't get your model around here like that.

Unless you know Some0ne that is.. :p <3

DogGy
30-10-2008, 17:35
Autodesk Maya 2008 Unlimited.

You know you want it.

And no I didn't get it legally. I guess you can't promote illegal stuff here so I won't.

You want to use it for JA? Because I heard max only works for JA till version 8

svearike
26-10-2010, 12:21
So if I want to start modelling models for MB2 what program/s should I get? Also if I want to skin the models afterwards what is a good program? Who should I get in contact with for help in becoming a modeller? I have no experience at all with this, starting from 0.

Canzah
26-10-2010, 14:45
If you're starting from 0, don't count on making anything good and productive for 6 to 12 months unless you sit in front of your comp 24/7

svearike
26-10-2010, 14:57
Do you know this from personal experience, Canzah?

Wytchking
26-10-2010, 15:34
Right you will need either 3ds max 8> or XSI Mod Tool to get player models ingame. I'm wiling to help you but it will take a while before you get a good result. With skinning/texturing (it is generally called texturing as skining can refer to multiple parts of the process) models you will want Photoshop or GIMP.

Lervish
26-10-2010, 16:12
Before trying to get anything ingame you'll have to learn the basics of modeling, uv mapping, texturing... The internet's full of beginner tutorials.

svearike
26-10-2010, 16:43
I'm not sure my PM got all the way to you Wytchking, however I'd like to get in contact with you through x-fire, googletalk or msn, send me a PM about it.
Also is anyone able to give out a short guide on how to from STEP to STEP becoming an MB2 modeler?

Dee
26-10-2010, 16:48
If you want solid tutorials, go Digital Tutors. Also choose what program u want to use, I suggest Maya.

stormjedi
16-01-2012, 16:07
the tutorials for getting your model ingame are broken,
is there another tut around that shows how to weight chracters etc?

Lervish
16-01-2012, 16:55
the tutorials for getting your model ingame are broken,
is there another tut around that shows how to weight chracters etc?
http://psyko3d.50webs.com/tuts.html Also updated the direct links in the 1st post.

Wytchking
16-01-2012, 16:56
Damn lerv beat me to it

stormjedi
16-01-2012, 19:21
hey thanks man!
expect to see sh!tty models from me in mb2 soon :tongue:

Lervish
16-01-2012, 19:43
No probs. And hey, everyone has to start from something right? You should see my first models... :tongue:

Also I'd like to encourage everyone who's even remotely interested in modelling to try it out. If you've got a uni email it's been made exceptionally easy for you by Autodesk, as you can get any of their software for free (with a student license) from http://students.autodesk.com/

stormjedi
16-01-2012, 20:08
if i understand correctly,
i need 3ds max to export a glm into a usable format (md3, etc)

is there a plugin for gmax somewhere?

I want to try modifying a existing model, weighting it, to try to get a hang of things

EDIT:
this is the saber tut im gonna try
http://virtue.thejediacademy.net/tutorials/hilts/saber_tutorial.html

EDIT2:
huge import/export set for gmax
http://www.turbosquid.com/Forum/Index.cfm/stgAct/PostList/intThreadID/16045