Author Topic: How to Model  (Read 145 times)

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Offline Monorail Cat

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How to Model
« on: June 18, 2013, 06:48:35 PM »
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    Although this has to do with mapping, it's more of a help issue.  I'm trying to get or create some custom models for my map, such as car axles, ropes, barrels, etc.  However, out of the various models I've looked at downloading, none of them fit with the style of my map, or just aren't what I'm looking for.

    So, I've considered making my own models, but I know absolutely nothing about what to use to do this, how to do this, and how to implement the models into hammer editor.  I've tried to check out tutorials, but they mostly just tell how to import custom models.  I would very much appreciate anyone's help.


Offline Alkaline

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Re: How to Model
« Reply #1 on: June 18, 2013, 07:01:43 PM »
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A Man named William Reed's last living testament says that he is going to read his own will.

Will Reed's will will read "Will Reed will read Will Reed's will"

Offline Mehis

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Re: How to Model
« Reply #2 on: June 19, 2013, 05:20:43 PM »
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The only things you really need are a modelling program (3ds max, blender, xsi, maya, etc.), Wiki and SHIT TON OF PATIENCE.

You will know pain in a whole new different level. Mapping compared to modelling is just a sissy's little pet. Not only do you have to learn how models work but also... THE COMPILING. OH YES, THE COMPILING. YOU WILL KNOW THE PAIN OF COMPILING.

BUT at the end, there's a light. There's a light at the end, which grants you the power to get use to it. Doing so, you will win your inner demons and just get use to it. To a point where compiling a model will take roughly about a minute. Not whole day.

Offline Monorail Cat

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Re: How to Model
« Reply #3 on: June 20, 2013, 10:22:54 AM »
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Thanks for the warning.  And Alkaline, is there a program like WWMT that works with Blender?
« Last Edit: June 20, 2013, 10:32:49 AM by Monorail Cat »


Offline Alkaline

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Re: How to Model
« Reply #4 on: June 20, 2013, 06:14:58 PM »
+1
Thanks for the warning.  And Alkaline, is there a program like WWMT that works with Blender?

There isn't one for Blender but it's definitely worth learning 3DS Max to have this plugin. If you do stick with Blender, you can use GUIstudiomdl and manually type up the .qc file, BUT I think it broke with the Steampipe update.

I recommend WWMT because it correctly sets up a collision model (which is a pain to do without WWMT) and it works with layers and textures. I think it still works after the Steampipe update.


As for other things to say, when you learn how to model it really opens up a whole new level of detail you can add to your maps. Here are some examples:
pic1
pic2
pic3 (my favorite since it was the first animated one)

However it becomes time consuming when UV mapping textures (along with its own size restrictions), running into compiling errors, and the polygon limit.
A Man named William Reed's last living testament says that he is going to read his own will.

Will Reed's will will read "Will Reed will read Will Reed's will"

Offline Monorail Cat

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Re: How to Model
« Reply #5 on: June 20, 2013, 06:46:08 PM »
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Eh, it's just, I'm never comfortable pirating things.  Is there a "legit" link for a free download you could give?

Actually, I just found out that you can register here https://students.autodesk.com/?nd=home and get free student software.
« Last Edit: June 21, 2013, 06:41:28 AM by Monorail Cat »


Offline Travelsonic

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Re: How to Model
« Reply #6 on: June 23, 2013, 08:56:59 AM »
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Quote from: Thread Title
How to Model


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Re: How to Model
« Reply #7 on: June 23, 2013, 10:01:49 PM »
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There isn't one for Blender but it's definitely worth learning 3DS Max to have this plugin. If you do stick with Blender, you can use GUIstudiomdl and manually type up the .qc file, BUT I think it broke with the Steampipe update.

I recommend WWMT because it correctly sets up a collision model (which is a pain to do without WWMT) and it works with layers and textures. I think it still works after the Steampipe update.


As for other things to say, when you learn how to model it really opens up a whole new level of detail you can add to your maps. Here are some examples:
Spoiler: IMAGES! (click to show/hide)
However it becomes time consuming when UV mapping textures (along with its own size restrictions), running into compiling errors, and the polygon limit.

(The forums support [img] tags with those steam urls)

Those are sexy as fuck.